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,GIG AND THE SUPERNA'I'U
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SORCERERS STRIVE TO UNDERSTAND THE UNIVERSE THROUGH UNHOLY PACTS WITH THE LORDS A N D DEMONS OF CHAOS. NOW THEIR AMBITION GROWS. THEIR RUNE MAGICALLOWS THEMTO CAST HIDEOUS SPELLS DIRECTLY UPON A LIVING BEING OR INANIMATE OBjECT, CURSING THE UNFORTUNATE WITH THE POWERS OFTHE DAMNED. THEY SPEAK WITH THE DEAD, CALLING FORTH ROTTED CADAVERS TO DO THEIR BIDDING AND TO DIVULGE SECRETS FROM BEYOND THE GRAVE. NOW THESE SORCERERS SEARCH THROUGH ANCIENTTOMES FOR YET GREATER POWER, DISCOVERING NEW DEMON BREEDS AND NEW INFERNAL POWERS WITH WHICH TO IMBUE THEM. FOOLS! THEY WILL B E THE END OF ALL. M I C H A E L MOORCOCK' S
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ELRIC! is a roleplaying game based on the novels of Michael Moorcoc whose numerous tales about Elric and other incarnations of the Eternt Champion inspired thousands of fantasy readers. In this game, certain heroes discover secrets about the world c the Young Kingdoms, the nature of the universe, the gods of Law an Chaos, and their plans for the future. You and your friends will portra ordinary people from the Young Kingdoms who seek adventure and th secrets to the mysteries of life. You will face the same situations an dangers that Elric, Moonglum, Dorian Hawkmoon and Corur encountered, but this time you are in control and the results depend o what you decide your character should do. ELRIC! roleplaying game: #2900
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ELRIC! ADVENTURE BOOKS: Melnibone (#2901) The ELRIC! GM Screen (#2902) Fate of Fools (#2903) Sorcerers of Pan Tang (#2112) Sea Kings of the Purple Towns (#2114)
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Chaosium Inc, 950-A 56th STREET. OAKLAND CA 94608-3129
ISBN 1-56882-029-1 0994-2904CHS12.95 Sebastien Betsch (order #67575)
WRITE FOR A FREE (ATALOG,
69.
Runes Necromancy
Spells Abilities
8reeds
Enchantments Tomes
Magic and the Supernatural for Elric!
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WHEN I S BRONZE GRlMOlRE S E T ? EVENTS of this book am set one year before the situations T described in the novel of by Michael Moorcock. The Chaosium publications Sorcerers of Pan Tang, Melnibond, HE
Elf&
MelnibOne
Perils of the Young Kingdoms, Sea Kings of the Purple Towns, and The Fate of Fools feature backgrounds and adventures set within this prologue period. Look for Atlas of the Young Kingdoms Vol. 1: The Northem Continent and Seas of Fate to be released soon. THE BRONZE GRlMOlRE is ublished by Chaosium Inc. Original manuscript copyright by Koss A. isaacs 0 1994; all rights reserved. Additional material is copyright Chaosium Inc. 641994. Elkrn trademark applied for by Chaosium Inc. ME BRONZE ORC MOIRE is a supplement intendedfor the Elric game. Similaritiesb e e n characters in THE BRONZE GRlMOlRE and persons living or dead are strictly coincidental. Michael MoorcocKsworks Elric of MelnibonB, The Sailor on tlte Seas of Fate, The Weinl of the White Wolf, The Vanishing Tower; The Bane of the Black Sword. Stormbringer, The Fartress of the Pearl, El& at the Endof Time, and The Revengeof tho Ross are respeclively rnw rightO1963.1964,1965,1967,1970,1972,1976,1977,1984,1989.
1991 by Michael Moorcodc. Quotes have been made for purposesof illustration.
Except in this publicationand related advertising, or unless OmemiJe agreed to, artwork original to Meinibod remains the property of the artists, and is copyright by them under their separate copyrights. The reproductionof materialfrom within this book for the purposesof personal or corporate profit, by photographic, electronic, or other methods of storage and retrieval, is prohibited. Please address questions and comments concerning this book, as well as requests for free noticss of Chaosium publications, by mallto: Chaosium Inc., 950-A 56th Street, Oakland, CA 946064129, U.S.A. Please do not phone in game questions: the quickest answer is often not the best answer. ISBN 0-58882029-1. Chaosium Publication2905. Published in August 1994. For ages 14 and up.
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INTRODUCTION RUNES AND SPELL mLIK E RUNES NECR O M A N C Y SPELLS DE M O N S AB! LlTgES EM CHANTMEN T S TOMES ii.m
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- DEDICATION To Kobe lsaacs The author would like to thank James A. Estes for his encouragement and advice. Special thanks go out to Shannon Appel; Shannon provided the initial ideas for the Rune of Slumber, Beckoning Earth, Hell's Revivification, Hell's Strength, and Raise Dead. Of course, credit must be given to Lynn Willis for taking a shot on an unknown and untested author. Finally, my gratitude to Brian Sullivan for introducing me to the world of Elric, and to John Higgins, Jr. for introducing me to role-playing.
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The concept of rune magic and the laws of rune placement are introduced. Dozens of sample runes and a few runic spells are given. Necromancy is defined in a chapter which also presents necromantic spells, and discusses the Incantations After Death and those associated spells. Descriptions and statistics for seven sorts of undead occur. The spells chapter presents many new spells in standard format. There is also a comprehensive spell summary: it lists the new spells, all the rulesbook spells, and the main spells from the necromancy chapter. Four Lawful spells originally given in Fate of Fools are reprinted. The spells of Incantations After Death are not included in the summary table, as they are rare, powerful, and not suitable for everyday use. This chapter presents two dozen new demon abilities, along with a table that summarizes the demon abilities from the Elric rules and this grimoire. Additional demon breeds and a handful of individual demons appear, illustrated; their abilities combine the old and the new. Many enchantments are outlined. A number of these are Lawful, or connected with the Elemental Rulers. The last chapter discusses the tome, a class of book distinct from the grimoire, and presents a dozen examples. The Location entry for each tome includes a scenario hook for bringing the volume into play. Adventurer attempts at finding the material in this book could be the subject of many sessions of play. Perhaps the adventurers are targets of a devious Pan Tangian necromancer. Perhaps they find a grimoire in ancient, crumbling ruins from the height of the Bright Empire. Perhaps, like Cran Liret, they break into a sorcerer’s library to steal spells. If finding the magic in this supplement is interesting and difficult, then finding it in itself becomes the stuff of adventures. I hope you enjoy the Bronze Grimoire.
He BROnZG GRlfJlOlRG adds to and extends the magic chapter in the Elric! rulesbook. Of the material in this book, gamemasters should feel free to apply as much or as little as they see fit to their games. This book represents rules, concepts, and magic integral to the game. Owning this book is not necessary to play Elric!, but the material within gives gamemasters and players many more options during a session of play. Players should always check first with the gamemaster before giving their adventurers particular spells or abilities from this book. Imagine these materials as being discovered over months or years of play. In particular, a sentient being like a demon deserves being roleplayed, not being retrofitted like a mechanical device. Summon new demons to take advantage of new abilities, don’t paste new parts on ideas already in play. Adventurers will in the course of their heroic lives have opportunities to learn new spells, discover new enchantments, and uncover new sorts of demons. This book furthers the gradual acquisition of such magic. Runes in particular can powerfully influence the nature and conduct of adventurers. Gamemasters who admit the concept of runes into their games should introduce the concepts of rune placement, duration, and triggering into their game worlds before allowing adventurers to learn any runes. In themselves, runes are as powerful and as common as spells. In creating this book, much attention was paid to magic as described in the Elric saga. The origins of many spells are inspired by magical effects portrayed in the saga. The author hopes that throughout this work the feel of the saga has been maintained, and that the powers and effects contained herein fire the imagination and prove interesting and entertaining in play.
T
- Ross p\.Ysaacs.
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new class of magical effect, of substantial benefit to those
capable of sorcery and a new source of anyiety
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cosmic Runes is inherent in the creation and evolution of the Million Spheres. Coextant Tanelom seems to be the Balance’s only intervention, but it too is original design primally shaped by the great Runes.
T H E GLRIC SAGA, sorcerers on several
occasions employ runes as well as cast spells. When Elric summons Arioch for the ftrst time, he covers the walls and floor of his room with runes. Yyrkoon uses runes to place Cymoril into a trancelike sleep, before he carries her off to Dhoz-Kam. He does it again when Elric returns for the Sack of Imnyr. Runes tap the substrate of the universe by virtue of their shapes. They are shadow topologies, projections of infinitelydimensioned properties intrinsic to the Balance -properties or templateswhich shape all of time and space. Those cosmic Runes are the true unvarying Law, yet in their ceaseless recombination and repositioning they too are the fount of true Chaos, and in their harmony of action and form they are the true Balance. From their essence springs all. Compared to the great Runes of the cosmos, the runes of the Young Kingdoms are insignificant shadows. Nonetheless, such shapesand glyphs are dangerous marvels to mortal men, who are god-like only in their dreams. Rune magic is subtle. It has its own rules. No rune is truly permanent, since all things must some day end, but some runes may have lasted for centuries or millennia.
ADVANTAC E5 AN D DI SADVANTAGE5 Once triggered, a rune exercises its magical effect without regard to a sorcerer’s DEX, presence, or even to his or her existence. Some runes allow the inscriber to lend one-use magic to those who cannot cast spells or inscribe runes. Employing runes methodically, a sorcerer can dedicate instant magical effects and extra magic points to power those effects. In sum, though the ability to inscribe a particular rune counts against a sorcerer’s m-limit to memory, a sorcerer may scatter as many active runes across the landscape as his or her will, time, energy, and magic points allow. An active rune is not deactivated if a sorcerer removes knowledge of it from from memory. Every magical path has disadvantages. Foremost, the topological properties of runes make them difficult to ............................................................................................................................................. “........... : . : ;i : :
Like spells, ~ n e can s be successfully learned or inscribed only by individuals of POW 16 or greater. >For game purposes. speak d each N ~ W in the singular. For one rune, many individual glyphs may need inscription. Some runes approximate existing spells and create effects equivalent to those spells and, like spells, most runes affect only one person or one thing. Multiples of some runes, inscribed so as to define an area, have uniform power across that area.
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>Though thousands of runes exist, no one now knows how to discover a new rune. Mages experiment with existing runes, combining and blending them to create new effects. )Runes that can be learned and activated are either Chaotic or Lawful. Balance runes do not exist, at least on this plane, and perhaps nowhere, for the magic of the
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most runes need a stability that bending, flexing skin
deploy; hence they cost more magic points than do most spells, and take more time to prepare. In most cases, the sorcerer also needs foresight to prepare the right glyphs. An inscribed m e evaporates after its effect ends, and touse again it must be laboriously re-inscribed. hg-exkting runes naturally decay and become inoperable.
CaMlot offer.. All Nnes can be put on inRexible shapes4 book, a bunk, afkor, a weapon, and so on. The materials composing a shape or sutface need not be uniform or of the same kind, nor held together in a partiark way. >(5) Every rune must be inscribed with passion and verve, the emotions intrinsic to the Balance. Consequently, every rune needs a certain scale of execution, since it is impossible to create some microscopic thing with sweeping and expansive properties. For game purposes, assume that the smallest, simplest rune must be at least two inches (five centimeters) square. Complex runes may need to be very much larger, at the gamemaster’s discretion.
LEARNING RUNES A rune must be learned individually. An interested sorcerer can learn rune magic from a willing teacher or from records in grimoires. Pollow the procedures for learning magic in the Elric! rulcsbook The literal meanings of the glyphs making up the runes have long been lost, or may never have been known-at least by men.
EXCLUSIONS
Inleamingarune,onemustnctxmelyetelyashape.To canxtly inscribe a m , a sorceretmust attunehisor her mind with the intrinsic body ofthe comic Rune,a multiform shape that is beyond repoduction The learned rune is merely a twcxhemional outline of the greater Rune.
Rules of Rune ?lacemen!
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MATERIALS AND DESIGNS
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Special media may be required to inscribe certain runes, at the gamemaster’s discretion. Examples include the blood of a demon or rare animal, ink made from the nectars of exotic flowers, or precious materials crushed and mixed as paint. Runes carved, chiseled, etched, written, painted, worked in thick leather, cast in metal, and inscribed in other manners are equally appropriate.
S A SHADOW topology, a rune must be carefully sited. If the magical connection between its shape and the greater Cosmic rune is distorted or broken, the inscribed rune will not accept magic points or become active. If a new deployment of an active rune somehow contradicts rune placement, the rune evaporates. Rather than make an issue of the le^ of placement, the gamemaster should state clearly if an object could bear or harbor a me. >(1) A rune can be inscribed on any object that has at least two surfaces, and then on the exterior surface only.
MULTIPLE FORMS Though single runes always have the same shape, sets of runes that cause the same magical effect may have wildly different designs, representing various creators and and magical traditions. A sorcerer from Chang Shai in the Unmapped East might use ideogramic runes, while a barbarian shaman from Oin might laboriously paint clusters of pictograms. Any strange design can represent a rune or set of runes, so long as the design maintains an exotic appeal. Rune magic is different and unusual. It should look it.
E M P L E S : a rune could not go on a solid sphere, but it owld be plaoed on the outer side of a hollow sphere. Any of the six outer surfaces of a closed crate would do equally well, but none of the six inner surfaces of a dosed crate would work at ail (nonetheless, runes on the exterior of a crate within the first crate would work just fine). A rune could be placed on any side of a crate’s lid, but would evaporate if on the inside of the lid when the crate was dosed. A rune could be on the cover of a book. but would not remain on the book’s flyleaf, once the book was dosed. A rune placed on a hanging portrait frame or on a wall-mirror could be on the front, the back, or on a side. >(2) Recognizing that the definition of inner and outer is conditional and subject to change, place the rune on the outermost of adjacent surfaces, such as the top layer of armor or dothing, or on the cover of a book. >(3) The rune must be whole and undamaged. If not, the NM)no longer functions, and begins to evaporate along with the magic points in it. >(4) while some M B S cm be put on the skh or other sufaces 50
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Just as only one spell per object is possible, so only one rune per object is possible. Spells and runes cannot cocxist on the same object. Thus the Rune of Invisibility and the spell Hell’s Bulwark cannot coexist on the same shield. The first on the shield could defend against magical attacks, but the second wwld be of no effect. Multiple runes can be inscribed upon living things, just as multiple spells can be so cast. Runic and spellcast versions of the same effect, such as Breath of Life, cannot coexist on the same life; cast or applied, only the fmt version of a parallel effect applies.
All runes express the Balance’s supernal might, but these lesser runes aid individuals, and have been wrought by Chaos and Law to augment their cosmic struggle. Nonetheless, because they reflect the Balance, runes must be executed with the liveliness and unassuming confidence intrinsic to the Balance, or they do not become active.
d living beings, and m
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RUNE CHANNELS eldritch energy toachievea single magical effect. Combined into sets, rune effects can evolve and expand, achieving different magic if the gamemaster allows. To successfully inscribe a rune, a sorcerer must know the rune, and have it in memory. A mind calmed by meditation is also needed.
identified in the rune desaiptions,
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Freeof anxiety, f a r , and anger, the sorceter inscribesthe rune. Depending on the method of inscription and the
Runes
take effect because their inscriptions failed. These last are not runes, merely intricate designs without magic. With a successful Scribe or Craft skill roll, a person of
complexity of the glyphs, the process may take five minutes to several hours. For game purposes assume that each rune takes f~teenminutes to inscribe, including meditation time. Ignore differences in media and materials. If the glyphs are part of a longer task, such as forging a sword or sewing a cloak, the gamemaster should extend the time needed to the overall time necessary for the larger task. A rune needs to be inscribed carefully, yet with passionate attention. In inscribing it, the sorcerer must consider the characteristics of the rune, the desired surface, the media of the rune, and the rune's potential duration. As appropriate, a Scribe or Craft skill roll may be needed: tattooing, carpentry, annoring, and scarification are among the crafts that produce runes. On skin, paint and ink soon wear away, but any reasonably permanent inscription lasts for the life of any surface, or until the rune evaporates. The m e is endowed with magic points in various ways, by act of will, by praying to some deity while studying the rune, by laying hands on the rune, and so forth. When the rune is ftnished,add one Chaos point to the caster's allegiance score. Record an additional Chaos point each time the rune is activated. As with spells, do this whether the rune is chaotic orLawful. Once active, a rune remains active or ready to be triggered until it decays. Durations for triggered magical effects occur in the rune descriptions. Once triggered and its effect finished, most glyphs then evaporate and vanish.
pow 16 or greater can always distinguish an active rune from a failed one. A human of POW 15 or less can never tell
the two apart.
UNKNOWN RUNES Every experienced sorcerer encounters unknown runes. Such runes are dangerous to touch and to be near. >With a successful High Speech roll comes a POW x i chance to recognize elements in the rune that partly define the rune's function. Successive attempts must be separated by a week of study and experimentation, although only one success per rune is possible. Note that such research will not reveal whether the rune is active or failed. >When studying a rune, a successful Million Spheres roll defines the creator's intention in creating and placing the unknown rune where it exists. Success does not indicate whether the rune is active or failed.
Apart from these procedures, a sorcerer must experiment to learn the effect or meaning of an unknown rune.
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HE WHOLE OF an item upon which a rune is inscribed is magically active. Thus an Alarm rune on a door activates the entire door: when any part of the door is touched, the rune begins to scream. In some cases a rune may mark an area which, when entered or crossed, activates a magical effect.
DURATION A N D DECAY Unless otherwise stated, a rune's magical effect endures for that number of combat roundsequal to the inscriber's POW, as with spells. If not triggered, runes may decay: roll 1D8per game year. A result of one indicates that the rune has begun to atrophy-the rune loses one magic point. Losing a magic point disables some runes, which then promptly evaporate. Other runes are weakened by the loss of a magic point, but stay active. When a rune loses magic pointsequal to the amount originally ne!eded to activate it, the nme always evaporates. An evaporated rune vanishes without trace,leaving behind a clean, UnmaKedsUrface.
CON DIT1ONAL TRI GG E RS During the inscription process, a sorcerer can limit some of the conditions for activating a rune. This must be done when the rune is inscribed. A DlOO roll of POW x3 or less indicates success, otherwise the rune p e r f o m per the written description. For example, a sorcerer could specify that a rune activate only when a man triggers it, or only when an animal does, or only a demon, and so on. Perhaps the rune is triggered when light shines upon it, or when darkness falls, or when wetted, or when a word is spoken. Many sorts of conditional triggers are possible. However, all should be general: though a condition can specify a class of entity or phenomenon, a rune has no intelligenceand cannot distinguish between individuals of a species,for example. A sorcerer can broaden the application of a rune by learning how to combine runes, so that a new combination is equal to a new task. Learning such techniques may take decades.
BREAKING RUNES Any inscribed rune can be rendered useless and inactive by defacement, by breaking off a part of it, by burning or otherwise destroying the rune object, and so on. However, if the rune is triggered by touch, activation and full magical effect occurs first.
INTERPRETING RUNES Once activated and then having concluded its effect, a rune
EFFECTS OF RUNES UPON ENTITIES
disappears: it leaves no physical trace, even if the sorcerer spent hours elaborately carving it out of a solid surface. Adventurers will only s8e unknown runes, known runes that are active and ready to take effect, and nmes that can never
Conditions and effects of rune magic upon humans, demons, elementals, and supernatural entities remain as those for spells.
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DEMONS: following the gemd rule of a single magical effectper item, the demon’s focus cannotbe an active rune. E LEMENTALS: the inscription of the appropriate rune is necessary to summon an elemental. However, such glyphs are not endowed with magic points. The rune’s inscription is merely a sign of respect to the pertinent Elemental Ruler, and an aid to concentration.
C i r i m o i r e 1D8 years, or until broken. It may be inscribed on skin. RUNE OF BENIGN PURITY (2) Range is touch. Chaotic. When inscribed on a goblet, plate, or other dish, this rune turns poisoned food or drink in the object or on it to steaming ash. Transferable, the effect OCCUIS regardless of who is using the object. The rune’s duration is 1D8 years. It may not be inscribed on skin.
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BEAST-LORDS, PLANT-LORDS: runes cannot enhance the summoning of Beast-and Plant-Lords, who prefer to have their praises sung. Half-joking speculation has been that runes have no effect because Beast- and PlantLords cannot read. INVOCATIONS: runes play no part in invoking Chaos Lords or Lords of Law. Supplicants must express their desires in words and phrases pleasing to the god. Central to success is desire of the god, and the attitude and demeanor of the supplicant. Though runes do not now sway gods, in legend there was a time when they did. Elric uses many runes in initially contacting Arioch, probably constructing a way forthe Lordof the Seven Darks to manifest through the barrier of Law.
RUNE OF ALARM
RUNE OF BEWILDERMENT (1-3) Range is touch. Chaotic. When touching a target, this rune automatically disorients the victim: he or she is unable to attempt a skill or to make a decision without first receiving a successful Idea roll. Failing that roll, he 01 she can do nothing except Dodge or cringe until the next RUNE OF BENIGN round. The effect lasts for the inPURITY scriber’s POW in combat rounds. Each magic point placed in the rune powers one application of the effect. When the last magic point is drained from the rune, it evaporates and vanishes. Duration of the rune is 1D8 years. It may be inscribed on skin. RUNE OF CHAOS (8 plus 1 POW) Range self. Chaotic. Filled with eight magic points, the rune can three times add a random number of magic points to the inscriber’s current total. The fmt time, roll 1D8 for the number. The second RUNE OF time, roll 1D4. The third time B EWI LD E R M E N T roll 1D2. After the third roll, the rune is empty of magic points, but it can be refilled at the inscriber’s convenience. Add one point to the Cham box for each draw of magic points. It endures for the life of the inscriber, unless broken by wound or injury. The rune must be permanent to the skin of the inscribe;, either by tattoo or scarification, and only the inscriber can draw upon its magical effect.
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RUNE NAMES AND SHAPES The use of runic magic is widespread. As with spells, many names for the same runes exist. They vary by region, magical mdition, language, and even by surcem. Similarly,runesof the same effect sometimesp t l y vary in shape.
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RUNE OF ADMONITION (1 magic point) Range is touch. Chaotic. Inscribing this rune,the sorcerer thinks of a short message (threesentences or less, cannot be a spell). The person touching the glyph or object hears the caster’s message mentally, and as though spoken by that person. This rune could carry ordinary information but so could a note, which would be much faster to write. Instead, it is usually employed to warn away intruders, or to alert travelers to impending danger. The rune evaporates in 1D8 years. It may not be inscribed on skin. RUNE OF ALARM (3 MP)
- Range is touch. Chaotic.
RUNEO F
This rune emits three piercing screams when the object or person it is inscribed upon is touched by anyone else. For convenience, the sorcerer who inscribed the rune never triggers the alarm. The rune remains active until it decays in
RUNE OF COLOR (1 or more) Range is touch. Chaotic. This rune changes the color of objects and persons upon which it is inscribed. Thieves in Jharkor reputedly use it to color themselves and
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ADMONITION
RUNE OF CHAOS
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their gear inky black, thus avoiding detection at night. Augment the Hide skill of those so camouflaged by no more than 40 percentiles. Duration is 1DS hours per magic point invested. It may be inscribed on skin. RUNE OF COMMAND (4) is touch. Chaotic. RUNE OF COLOR Having successfully inscribed this rune on a living being or pressed such a rune against his or her skin, the sorcerer may attempt domination of the target. Compare POWPOW on the Resistance Table. If successful, the sorcerer wins control of the victim’s will for 1D8 hours. if the target wins, he or she resists the attack. Commands may be of any sort intelligible to the victim, but if a command is clearly inimical to the victim’s nature, he or she may attempt a new Resistance Table roll to try to break the domination. The rune has no effect against demons or other entities from beyond this plane, and this includes elementals and other supernal beings. It may be inscribed on skin.
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RUNE OF CONFINEMENT (5 or more) - Chaotic. Having paced out a loop that begins and ends at the inscrip tion of this rune, the inscriber creates a sturdy, somewhat elastic enclosure which blocks all physical attacks from within it. The inscriber must always remain on the outside of the barRUNE OF COMMAND rier, for the magic to work. The resulting enclosure has a top, bottom, and sides, and all aspects of it conform to intervening roofs, walls, and so forth. Air moves freely across this barrier, but smoke, water, dust, and denser substances and surfaces cannot pass through it. It shields those outside from physical attack from within, though it does not defend against magic; it stops demons and demon skills, but demon abilities and elemental attacks can \ penetrate it. The smallest version of this enclosure costs four magic points to inscribe, plus another magic point to extend it for the first yard, just enough to encompass a humanoid form. This barrier also has five STR, equal to the magic points at the time of inscription. Increasing the sacrifice to six magic points extends the barrier for another yard and increases its STR to six. Each additional magic point increases the extent of the enclosure and its STR by one. If a wall or floor impedes expansion, the enclosure grows stronger, but not bigger. Break such a barrier by matching the STR of the attacking force against the bamer’s. The first success of an attack weakens the enclosure by 1D3 STR. The second success weakens the enclosure by 3D3 STR.The third success finally breaks the barrier, and the rune evaporates. Nothing can penetrate the barrier until it is broken.
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The inscribed rune is on the outside of the barrier. This rune decays and evaporates in 1DS days. It may not be inscribed on skin. RUNE OF DEFENSE (5 or more) - Lawful. Having paced out a loop that begins and ends at the inscription of this rune, the inscriber creates a sturdy, somewhat elastic barrier which blocks all physical attacks from outside it. The caster must remain on the inside of the --.. . -.. barrier, for the magic to work. RUNE OF The enclosure has a top and CONFINEMENT bottom as well as sides, and all aspects of it can be contiguous with intervening roofs, floors,and walls. Air moves freely across this barrier, but smoke, water, dust, and denser substances and surfaces cannot pass through. It shields those inside from physical attack from outside it, though it does not defend against magic. It stops demons and demon skills, but demon abilities and elemental attacks can penetrate it. The smallest version of this enclosure costs four magic points to inscribe, plus another magic point to extend the barrier for the first yard, just enough to encompass a humanoid form. This barrier is also of five STR, equal to the magic points devoted at the time of inscription. Increasing the barrier’s extent by a sixth magic point increases its extent to two yards and its STR to six. Each additional magic point increases the enclosure’s extent and its STR by one. If the expansion of the enclosure is impeded by walls, floors,or roofs, the barrier gets stronger,but not bigger. Break such a barrier by matching the STR of the attacking force against the barrier’s. The first success weakens the enclosure by 1D3 STR. The second weakens the enclosure by 3D3 STR. The third success finally breaks the barrier, and the rune evaporates. Nothing penetrates the barrier until it is broken. The inscribed rune is on the inside of the barrier. This rune decays and evaporates 3D3 days after inscription. It may not be inscribed on skin. RUNE OF FIRE (4) -Range i s touch. Chaotic. When touched this rune bursts into flame, causing 1D6 damage per round. The target’s hair and clothes burst into flame; armor does not defend against this magical attack The object inscribed by the rune is unaffected by the flames. The victim gets a Luck roll each round to put out the flames, but at the
RUNE OF DEFENSE
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start of the next round the flamesrekindle; this continues for the inscriber's pow in combat rounds, then the rune evaporates. This magical flame can be extinguished by being immersed in water, by a 4-point Undo Magic spell, or a 4-point Rune of Refutation. Favorites of Kakatal will not be burned at all. Roll for hit point loss each round that the fire rekindles. This rune may not be inscribed on skin.
RUN E OF ICE (4) Range is touch. Chaotic. When touched, this rune costs the victim 1D6 hit points in cold damage each round, for the standard duration. Armor defends against this damage for the fmt ten rounds. If the target triggers the rune with bare skin, the skin freezes instantly to the object and must be cut away. This rune does no damage to a favorite of Straasha's. It may not be inscribed on skin. RUNE OF INVISIBILITY (varies) Range is touch. Chaotic. This rune rendefs invisible any object upon which it is inscribed. The item can be touched, wielded, or carried as usual. While invisible, the object does not cast a shadow. The fmt magic point makes invisible items of Srz 1. Addi-
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RUNE OF FIRE
Name Rune of Admonkton Rune of Alarm Rune of Benign Purity Rune of Bewilderment Rune of Chaos Rune of Color Rune of Command Rune of Confinement
(CWaw) (C) (C) (C) (C) (C) (C) (C) (C)
(L) Rune of Defense Rune of Fire (C) Rune of Ice (C) (C) Rune of Invisibility Rune of Law (L) (L) Rune of Protectton Rune of Recall (C) Rune of Redaction (C) Rune of Red Horror (C) Rune of Righteous Entry (L) (C) Rune of Secrecy Rune of Shuttered Nlght (C) Rune of Slumber (C) Rune of Softening (C) (C) Rune of Strength Rune of Truth (L) Triune Rune of Truth (L) Triune Rune of Protection (L)
MP cost
1 3 2
1-3 8+1 POW 1 ormore 4
5 or more 5 or more 4 4 varies 3+1 POW 1 ormore
range touch touch touch
touch self
touch touch endosure endosure touch touch touch touch barrier
1 ormore 1 4 8 S/l Pow 4 3 3 6+1 POW 1 8 1 4 3
touch
3x3 3 or more
runes runes
touch touch touch touch toUch touch toUch touch
touch
C i r i m o i r e
duration' 1 D8 years 1 D8 years 1 D8 years 1 D8 years life 1 D8 hrs/MP 1 D8 hours 1 D8 days 3D3 days 1 D8 years 1 D8 years 1 D8 years life 3D3 hours 1 D8 years 1 D8 years 64 days 1D8 years 1 D8 years 1 D8 years 1 D8 years 108 years POW days 1 D8 years until exit 3D3 hours
lnscr. on object objectlskin object objectlskln skin objealskin objectlskin object object object object object skin object object objectlskh skin object object skin skin object object object object object
effect short message or warning transmitted mentally. emits screams when outsider touches it. turns poisoned foodldrink to ash upon contact. disorients a target. gives extra magic points. changes color of people and objects. victim does as bid. endosure resists physical attack from inslde it. endosure resists physical attack from outside it. victim's hair and clothes bum, 1 D6 hp per round. freeze damage, 1D6 hp per round. 1 MP per SIZ for object to be Invisible. increases chosen skill by 30 percentilesfor 1 day. creates barrier proof against magical effects. subject relates in detail events of a particular year. defeats certain cast magics and runes. generates sanity-smashinghallucinations, keeps object strongly dosed. creates point of silence, defeats some magic. blinds victim. victim falls into coma; rouses rarely. touched, victim melts in proportion to total MPs. increases structural STR in proportionto MPs. witness must tell truth or remain silent. those speaking must tell the truth or remain silent. creates enclosure safe from most magical effects.
SPELLLIKX RUNES 1 Runic Breath of Life (C) 1 D8 years touch objectlskin one-use** ability to breathe under water. 4 1 D8 years Runic Cbak of Cran Liret (C) touch object one-usB increase in Hide by 80 percentiles. 4 1D8 years touch objectlskin one-use increase in Jump by 80 percentiles. Runic Span d Cran L. (C) 4 1 D8 years touch objWskin one-use increase in Climb by 80 percentiles. Runic Sureness of C. L. (C) 4 1 D8 years touch objWskin one-use increase in Move Quietly by 80 percentiles. Runic Tread of Cran L. (C) 4 (C) 1 D8 years Runic Hell's Armor armor one-use, adds 4 points to stopping power of armor. touch 4 1 D8 years shield one-use, adds 4 points to stopping power of shield. (C) touch Runic Hell's Bulwark 1 D8 years 4 Runic Hell's Hammer (C) touch blunt weapon one-use, adds 4 points to damage done. 4 1 D8 years Runic Hell's Razor touch edged weapon one-use, adds 4 points to damage done. (C) 1 D8 years 4 Rnc. Hell's Sharp Flame (C) imp. weapon one-use, if mar damage add 1D6 fire damage. touch 1 D8 years 3 barrier Runic Membrane of Law (L) object one-use, creates barrier based on inscriber's POW. one-use. drains 1 D8 or more MPs from victim. 1 D8 years touch 1-8 object Runic Pox (C) 'duntlon this mfews to the duration of the rune. The duntion d the effect is usually the inscriber's POW in combat rounds. oneuse once ttfggetud, the magical effect lasts for the inscriber's POW in combat rounds, then evaporates.
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R ~ m e s
a
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dS p e l l - L i k e
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Ifanattacksuccesds, the Mer loses ID3 m.Once all of its sTR is drained, the barrier falls. Though the Rune of Rotection is on the outside of the protected volume, its glyphs are impervious
todamageuntilthekurierb~&~. Onceinscriithenmeremains
active for 3D3 ~OUIS, then evaporates. Itmaynotbembmed with Triune Rune of htection, Rune of Defense, or Rune o f , coniinement,but it is Compatible with the Rune of Strength so long as that rune is within the room or This may be RUNE OF PROTECTION
tional magic points must be dedicated for larger objects, one magic point per additional point of SIZ. The rune stays active 1D8 years, or until broken. It may not be inscribed on skin.
inscribed on skin.
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RUNE OF LAW (3 plus 1 POW) Range self. Lawful. Painted on the inscriber's body and charged with three magic points, the m e can increase any one skill by 30 percentiles during a single day and night. At the end of this period, two magic points drain from the run. The full effect of the rune can be drawn upon for twelve more hours, at which time the rune evaporates, unless recharged with two new magic points. Only the inscriber can use the rune, and only when it is on his or her body. The Rune of Law lasts the life of the sorcerer unless broken by wound or injury, or drained of all magic points. The rune must be painted onto the body, and periodically renewed with fresh p i n t and new meditations upon the wonders of Law. RUNE OF PROTECTION ( 1 or more) - Range is touch. Lawful. Inscribed on the exterior of a closed space, this rune denies entry to a wide range of supernatural creatures. AlRUNE LAW though usually placed on a door which is then closed, but any exterior wall, wiling, or floor does as well, and dooIs and windows may be open or closed. The room or container may be of reasonable size, but extraordinarily large volumes may require additional runes. Barred entities include undead, ghosts, ghouls, and other necromants, and all demons and demon-like beings who have abilities. Elementals are unaffected, as are mortals of the Young Kingdoms plane and ordinary mortals of other planes, who may pass in and out of such spaces without hindrance. Significantly, the barrier also blocks magic cast from either side of it. Entities physically may attack the barrier in the h o p of breaking it. The STR of the barrier is equal to the inscriber's POW.In an attack, measure STR:STRon the Resistance Table, except that entities with STR, such as ghosts, match p0w:STR instead. If several entities attack, treat each attack separately. Each entity may attack only once per round.
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RUN E OF RECALL (1 per year) Range is touch. Chaotic. Placing this rune against a pemn, the inscriber can then have that person relate in detail what happened to him or her during any of the 365 days of a particular year. The target's recall is as total as the interrogator wishes. Each magic point devoted moves the target's memory back another year (ten points moves xecall back ten yeam, for instance). This nme reveals nuthing moxe recent than 365 days ago. 'Ihe answes are honest,but the chaotic nature ofthenme leads to hyperbole, metaphor, and exaggeratim the questioner must read between the lines. The rune evaporates a interview concludes. subject remembers nothi the information he recalled. This rune may not be inscribed on skin. RUNE OF REDACTION (14) Range is touch. Chaotic. For
each magic point charging it, RUNE OF RECALL this rune defeats an equal number of points of cast magic, including the spells Ekmds Unbreakable, Bounty of Straasha, Flames of Kakatal, Fury, Gift of Grome, Liken Shape, Make Fast, Make Whole, Midnight, Moonrise, Muddle, Pox, Refutation, W i n g s of Lassa,and Witch Sight. The Rune of Softening can also be defeated. When its magic points are exhausted, this rune evaporates. It may be inscribed on skin. RUNE
OF RED HORROR
(8, plus optional 1
POW)
-
Range is touch. Chaotic. When inscribed on the skin, this dread rune begins a vicious cycle of hallucinations that combine terrifying images from the victim's mind with horrific scenes from a demon plane. The target has an initial chance to resist the rune
RUNEOF REDACTION
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and even to break it with a successful POW:POW Resistance Table roll, but if the rune also contains with 1POW,no chance exists of resisting the rune’s cruel magic. The victim, though awake, becomes catatonic and unable to perform simple actions. Each day, the target can attempt to ignore the terrifying visions, though the magic becomes harder to resist with prolonged exposure. will away the terrifying images given a successful DlOO roll. The first RUNEO F RED HORROR day the threshold is the victim’s POW x8 or less on DlOO to will away the nightmarish images, the second day POW x7, and so on until the visions seem to be entirely real. On the ninth day, the eight-day cycle starts all over again (at POW x8). By the third or fourth cycle, the victim is eager to say or to do anything to eclipse the monstrous visions. After eight cycles, the rune evaporates and the victim is free of it, but no human has ever stayed sane so long. This rune is found in the Black Book of Woe. RUNE OF RIGHTEOUS ENTRY (4) - Range is touch. Lawful. Inscribed on an object of SJZ 8 or less that is then closed (such as a book, chest, or cupboard), this rune denies access to all except the inscriber, who is able to open and use the object normally. To those aligned with Chaos, the seal has STR equal to the inscriber’s POW x3; to those aligned with the Balance, the seal has STR equal to the inscriber’s POW x2; to those aligned with Law, the rune has STR equal to the inscriber’s POW xl. A successful STRSTR Resistance Table roll breaks the rune and opens the object. Only one attempt per round can be made to open an object so protected. This rune endures for 1D8 years. RUNE OF SECRECY (3) Range is touch. Chaotic. While touching it, any who do so become resistant to spying, especially magical spying. Though they can be seen, they can no longer be heard or smelled, and spells such as Demon’s Ear, Demon’s Eye, and Rat Vision no longer operate so long as their targets are touching the rune. Similarly, the demon abilities See and Seer no longer detect those touching the rune. Witch Sight and Soul Sight are still effective, however. RUNE OF RIGHTEOUS Duration is 1D8 years. The ENTRY
Rune of Secrecy may not be writtenonskin. RUNE OF SHUTTERED N IC HT (3) - Range is touch. Chaotic. Inscribing the rune on a victim’s skin causes him or her to go blind for the duration of the rune. The rune remains active until it decays and evaporates, or until the rune itself is broken. Its duration is 1D8 years.
RUNE OF SECRECY
RUNE OF SLUMBER(6+ 1
POW) - Range is touch. Cha-
otic. When inscribed on the skin, this rune causes the recipient to fall into a coma-like sleep from which he or she cannot awaken normally. The inscriber must make a successful POW.POW Resistance Table roll for the runes to take effect; ordinarily the target is captive and drugged. The rune successfully applied, once per day the victim can attempts to break free via a successful pow pow Resistance contest-but the freedom is only for that number of combat rounds equal to his or her POW. When the last round so won has exDired. the victim succumbs to deep slumber. Duration lasts for 1D8 years, or until the inscriber frees the victim. 1
RUNE OF IHUlTERED NIGHT
,
RUNE OF SLUMBER
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RUNE OF SOFTENING (1-8) Range is touch. Chaotic. This rune does great harm. When someone touches an object inscribed with it, a subtle whirring of gleeful voices is heard, and a weakening of body tissue ensues. Parts of the victim begin to run and melt, losing shape and perhaps falling away like hot wax. The attack inflicts 1D2 hit points for each magic point endowed in the rune. Major Wounds apply. Although all body functions continue normally, the victim is hideously disfigured, suffering a permanent reduction of APP as the gamemaster deems appropriate. Fortunately, armor helps protect against this attack. If the target is touching or wearing the eight-pointed sigil of Chaos, drop the maximum hit point lossto 1D3;the target is left scorched, distended, smoking, or merely disconcerted -a crueljest of the Lords of Chaos.Such minor warping might cost a fmger, sear a large scar, or melt an ear, for a follower of Chaos, a proud defacement indeed! The rune’s duration is 1D8 years. RUNE OF STRENGTH (1-4) - Range is touch. Chaotic. This rune magically increases the material strength of
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R ~ m e s
a m d
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R M n e s W
a door, gate, wall, fluor, or other load-bearing structure. Per magic point spent, increase both the hit points and the STR of the structure by five. This r u n e e nd u r e s f or t h e inscriber's POW in days. If the structure is broken, the rune evaporates. RUNE OF TRUTH (3) Range is touch. Lawful. See also the Triune Rune of Truth. Anyone touching Rune of Truth must either tell the truth in response to a question, or look away and remain silent. Misdirection or lying is impossible, and the witness is unable to let go of the rune object until the questioner concludes the interview. The target can choose to contest a question with a successful POWPOW roll: with a success, the Rune of Truth cracks asunder and its inscription boils away-a heretical act sure to be unpopular in a court ' of Law. Failing the Resistance Table match, the witness RUNE OF STRENGTH blurts out the whole truth surrounding the question. Since a witness must touch it, the rune is usually made of metal, h a r d w e or other material resistant to disflglJlwrmt. The Rune of Truth stays activeuntil it decays and evaporates, or until the rune itself is broken. It may not be inscribed on skin. TRIUNE RUNE OF PROTECTION (3 or more) Range varies. Lawful. Three runes are inscribed to define an equilateral triangle not longer than nine yards on a side. A wide range of supematural creatures are denied passage or reach into this area from any direction. These include undead, ghosts, ghouls, other necromants, and all demons and demonlike beings who have abilities. Elementals are unaffected, as are mortals of the Young Kingdoms plane and ordinary mortals from other planes, who all may pass in and out without hindrance. Significantly, the barrier also blocks magic cast fiom either side of it. Entities may attack the barrier in the hopes of RUNE OF TRUTH breaking it. It has STR equal
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Sebastien Betsch (order #67575)
to the inscriber's POW.In an attack, measure STRSTR on the Resistance Table, except that entities without STR, such BS ghosts, match p0WSTR instead. If several entities attack, resolve each attack separately. Each entity may attack Once per round. If an attack succeeds, the barrier loses 1D3 STR. Once the barrier is draiied all STR, the barrier falls. Though the Runes of Protection are on the outside of the protected volume, the glyphs themselves are impervious to TRIUNE RUNE OF damage until the barrier is PROTECTION .- . - - . .- . . broken. runes break and the barrier fails. Once inscribed, the runes remain active for 3D3 hours. This barrier may not be combined with Triune Rune of Truth, Rune of Defense, Rune of Confinement, or the Rune of Strength. This rune may not be inscribed on skin. TRIUNE RUNE OF TRUTH (3 x3) Range is within a triangle three yards on a side. Lawful. This use requires that each of three Runes of Truth to be inscribed three TRIUNE RUNE OF yards distant from each other. TRUTH Hostile and suspicious people conduct parleys with this mgement. All within the de fied .areacontrol what they say, and can omit infomation. But if someone speaks, he or she can only speak the truth. Physical attacks, magic, and demon-related actions occur normally: the rune provides only the ascertainment of truth. The three runes break and the effect concludes when the first person leaves the area bounded by the triangle.
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s
OME S PE LL E FF E C T S can also be created by runes, though some effects differ in degree. The inscriber of the rune and the wearer do not have to be the same person, but magic points are deducted from the inscriber at the time of inscription. Unless worn away, used up, or broken, these runes last 1D8 years. Knowing the spell version does not mean that a sorcerer knows the rune version, and vice
69.
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versa. Those of POW 15 or less may wear or deploy these runes, but they learn nothing from them.
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RUNIC BREATH OF LIFE (1) Range is touch. Chaotic. This rune allows the owner or wearer to breathe water as if air. Written on an item or on the skin of a person, he or she activates the effect by touching the rune at need. Onetime use only, for the inscriber’s POW in combat rounds.
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RUNIC CLOAK OF CRAN LIRET (4) Range is touch. Chaotic. This rune increases the wearer’s Hide skill by adds 80 percentiles. The glyphs can be inscribed on the owner’s skin, or on a ring or other jewelry. The rune activates once, for the wearer’s POWin m b a t rounds. Other spells attributed to Cran Liret in the Spells of Augmentation also can be illscribedas runes, functioning in this way, including those in this supplement. RUNIC HELL‘S ARMOR (4) - Range is touch. Chaotic. Inscribed on the owner’s skin. The rune armors a person so pmectedwith four points of one-sue armor, triggered by an opponent’s first attack with a weapon. The rune activates ace, for the wearer’s POW in m b a t rounds.
RUNIC BREATH OF LIFE
RUNIC HELL‘S BULWARK (4) -Range istab&. chotic. In-
m i on a shield, this runetriggers when a weapon hits the
shield. It aaiw a m only, for the wearer’s pow in combat IDCIIYIS. The rum may nat be inscribed on skin. The spells Hell’s Hannnet, Hers Raux and Hell’s
SharpFlamealsocanbe&ployedeplayedas ~bUtHell’Sl?llrnCalmUbe. RUNIC MEMBRANE OF LAW (3) Range is touch. Law.Inscribed around the rim of the opening to be filled, these runes cause an impermeable membrane to appear, sealing the opening. The duration of the membrane is very long, at least thousands of years. This rune may not be inscribed on skin. RUNIC POX (1-8) Range is touch. Chaotic. The target’s magic points are attacked when this rune is triggered. Make a ~ M Resistance P roll, using the magic points in the rune as the attacking force. With a failure, the rune moans and breaks. With a success, drain 1D8 magic points from the target; then continue to roll until the target loses all magic points, or until the rune breaks. Duration is 1D8 years until used. This rune m a y not be inscribed on skin.
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RUNIC HELL‘S ARMOR
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RUNIC HELL‘S BULWARK
RUNIC MEMBRANE OF LAW RUNIC CLOAK OF CRAN LIRET
RUNIC POX
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n Concerning
N ecromancers, jVecromantic SpelIs,
after Death, and
the
Dead
that
0
F THE mAnY magical traditions common
Into the river the horses plung4, snorting and spluttering. Ido the river which led a roaring cowrse toward the Lell-spawnecj Forest. of Tr o o s which Jay within tke borders Org, country of necromancy and rotting, ancient evil.
of
-t h e Bane of the Black Sword, II, 1:
!I
I.
Necromancers seek to Raise.
many sorcerers have little stomach for this aspect of the magical arts. Nonetheless, Melnibonkn sorcerers have for millennia retrieved those who too soon found the ultimate escape from the torturer’s knife. Sorcerersin the Young Kingdoms strive to solve the puzzle of enchantmentsand immortal runes, and to learn secrets lost with the Dead Gods or the Dharzi. They seek to duplicatethe magic wielded by Championsof Chaos and Law, to concentrate the energies of elementals, and to expand their own minds and to immortalize their own bodies. Sorcerers in Pan Tang perfect the formulas and energies that drive undead battalions. Great secrets everywhere await those who dare to connive with death.
to the Young Kingdoms, none is thought more dire nor viewed with more contempt than necromancy. The dead resent all intrusion, and the living know instinctively that the dead are best left to themselves. Yet the dead knew much when they died, and since dying have had eternity to thinkand converse.And too, “the dead know mth from lies,” as Sadric says bluntly to Elric. Inevitably, some sorcerers crave to leam what the dead can convey. Necromancy restores animation and intellection to corpses, and animates portions of corpses. It also deals with spirits, souls, ghosts, and other states of being posterior to death. A necromancer specializes in speaking with and interrogating the dead, and in restoring thought and action to their physical remains. Any sorcerer can employ necromancy. But, unnerved by the smells, by the dreadful visions of approaching mortality, and by the keen anguish of the souls that they manipulate,
--
the 3ncantations
AFFerlives
I
.
.::
F A CHARACTER DI ES while having an allegiance twenty or more points higher than the next, then that soul may choose to serve that force after death, whether or not he or she did in life. If the character had a patron god, then the soul becomes the property of that god. The Lords of the Higher Worlds own, trade, and sell souls, and they take that commerce seriously. Most people are ignorant of the cosmic battle of Law and chaos.nRy witness it, and perhaps participate in it, but rarely form clear opinions abut what they experience.If at death they lack sincere allegiances OT preferences toward a particular side, their souls drift toward Limbo, a formlessplace about which little is know other thanthat it breeds regre€. Priests of Law and Chaos often preach that souls in L i m b eventually dissipate (a prospect that fails to dismay many). Some scholars hold that the souls of Limbo are soon reincarnated, perhaps many times in succession, as part of a great cycle of death and rebirth. Maybe the spirits of Limbo wait for the end of time. Much is guessed at, and little known.
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After death, allies and Championsof Chaos migrate to the
realms of Chaos. For Champions, death offers further and greater service to Chaos, and their new status rewards their
service in life. Pyaray claims the souls of those who drown, to man the oars of his Chaos Fleet. Arioch uses thousands of souls to power a giant water clock on one of his realms. Xiombarg uses worshipers’ souls to stock an army of undead warriors who wait for the fmal battle between Law and Chaos. Some ghouls come from these realms. Sometimes Chaos Lords hold out the soul of a loved one as a bargaining chip, or will make available some minor spirit-slave to provide information. Those who in life served Law well go on to serve the masters of the Sphere of Law when death comes. What occurs in the sterile realms of Law and what value souls can have to the Lords of Law are mysteries. It is known that Lawful souls cannot be summoned, unless to further the cause of Law. (It is also a common belief that Lawful souls make the most vengeful ghosts.) After death, those who served the Balance take rest in the Forest of Souls. This place is beyond the reach of the Lords of Law and Chaos. Here the souls loyal to the Balance rest easy for eternity, and all claims upon them are denied. Existence in the Forest of Souls may be almost pleasant, but nowhere connected with the plane of the Young Kingdoms is there an idea of a place where the sinsof living are forgiven. The plane of the Young Kingdoms is one of fate and retribution, and tragic to its core. Spectersmay be summoned fromthe Forest of Souls,but they are loath to speak with the living. Protected by the Balance, magic is rarely able to force them to speak. No one knows if the Elemental Rulers truly claim souls. Statements to such effect may be poetical fancies. Nonetheless, many believe that such souls return as dolphins, sea-birds, raindrops, jewels, and so on.
necromancy
I
N TH I I ART, human mages and those of Melnibonk have different emphases. Melnibonhns are primarily interested in the spirit world, souls, and the afterlife. Human necromancers are more concerned with power over death and the living dead. Among the Young Kingdoms such hostility to magic exists that human necromancers hide themselves, rarely communicate, and have little~-incommon other than their art.
MELNl BONf Though the Empire has declined, interest in necromancy continues strong among the citizens of the Bright Empire. Earl Saxif D’Aan practiced necromancy, and Elric was familiar with its use. Perhaps to save face, Melnibonkans avoid conversing with ancestors who have participated in or prophesied their people’s recent decline, necromantic discourse with the great mages and conqueros of the ancient past mtinues. Witnessing the great triumphs of old while drugged is a popular escapism in the Dreaming City.
I
A MELNIBONEAN M U M M Y S DISFIGUREMENT IS HIDDEN BEHIND ORNATE COSTUMING
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Mages summon the spirits of dead lovers to experience piquant sensations of loss and regret. They also raise the spirits of rivals, long-defeated and dead, to torment them for an hour or an afternoon. They still wrest secrets from the shades of long dead sorcerers, though no longer to a common purpose. They summon, bind, exorcise, or otherwise affect or afflict spirits of the living and dead. They call forth souls and force them into different bodies, like wine into new bottles, for reasons of punishment, reward, or perverse fantasy. The most powerful spells are state secrets, known only to a few. Tomes that contain such incantations have titles like The Grimoire of Unholy Knowledge and Conversations with an Ancestor.
..
PAN TANG N PAN TANG, spell-casters pursue only power. Skeletons, abominations, and other undead servants are frequently met with here. Pan Tangians worship Chardros, and seek his gifts. As their allegiance to Chaos and Chardros strengthens, they get more knowledge from the Lords of Entropy. It is not easy for adventurers from other parts of the Young Kingdoms to learn necromancy from Pan Tangians, for Pan Tang is a deadly host to strangers. However, lone necromancers do wander the Young Kingdoms, and they might be coerced into teaching their secrets.
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NECR-OMANTICMISHAPS TABLE When casthg Animate Skeleton, Create Abomination, Raise Mummy, Raise Zombie,or Summon Ghoul, first attempt a Luck roll. Failing or with a result of 00, roll D100 on this table. Accept the following mishaps, or create your own.
result
effect or consequence
01
Creature lifts its head, tells you a secret from beyond life’s curtain, then slumps in death. It cannot be reanimated.
02-10
Creature tells you a secret from beyond life’s curtain that is so horrible that knowing causes you to scream out, faint, and lose 1 INT.
11-20
Creature’s intelligence wakes, but nothing else. It rolls its eyes, clicks its tongue, but cannot move.
21-30
Only the upper half of the torso animates. The creature can drag itself around, and moan.
3140
The creature has no brain, and has no guiding intelligence. It stands about stupidly.
4150
The creature is a mass of spastic, twitching, threshing limbs. It can walk, but knocks over furniture as it moves.
51-60
The magic is too strong; the body immediately begins to dissolve into noxious sludge, spraying you as it does. The stench clings to you forever: lose 1 APP.
61-70
The magic is so strong that the corpse explodes. You lose 3D6 hit points.
71BO
The creature is in such cosmic pain that its shrieks can pierce eardrums. Make a successful Luck roll or lose 1D8 hit points and your hair turns white. The creature tries to end its existence as quickly as possible, walking into the nearest fire, swallowing acid, jumping from the castle wall, or another appropriate end.
81-90
Creature animates as you desired, but bears a buming hatred toward you. It attacks immediately, and fights until destroyed.
91-99
As per 81 -90 above, but the creature comes back from the grave every 1D8 months, reforming itself from whatever dead flesh is available. To stop the attacks, you must bargain with the Lords of Chaos.
00
The gates of hell open in your laboratory. The wall breaks down, stones roll in every direction, and monstrous demons rush out. Nothing you do stops them. They tear you to pieces, and drag off your twitching remains to the nether hells.
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N L E S S NOTED OTHERWISE, the following have the same restrictions, durations, and other parameters as the rulesbook spells.
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ANIMATE LIMB (2) Range is 15 yards. Chaotic. =gruesomespell animates one severed limb, usually a hand oranarmandhandpercasting. Thethingattackswhmeverthe sorcerer designates with his or her eyes, so the target must be visible and identifiile at thetimeof casting. An rum and hand can make Claw attacks at 5096, 1D4 damage, and Grapple attacks to strangle at 25%. See the Spot Rules for drowning. A foot and leg might attack with a kick or stomp at 1D3,but probably would make a better diversion. A limb cannot attack with weapons. The animation lasts for the caster’s POW in combat rounds, though the duration may be extended with additional castings. Sacrificing one point of pow animates the horror permanently and makes it immune to decay. Limbs move nominally at MOV 6 and because of their small size allow Hide at 80%.scuttling hands and arms get 80% Move Quietly, but drop thisto 20% for feet and legs.
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ANIMATE SKELETON (varies + 1 pow) Range is touch. Chaotic. spell allows the caster to permanently animate a complete skeleton. Quickening the skeleton costs one pow,plus the magic points needed to defm it. Any sort of skeleton may be anima& The bones must be connected by ruby-hued knatted cords to maintainthe articulaticm. All ready, the sorcerer receives a Luck roll. Failure requires another roll, this time on the Necromantic Mishaps Table. All skeletons have INT 3 and are capable only of following their creators’ commands. See Skeletons in the Undead section for more infomation. ARMY OF THE DEAD (variable) - Range is 50 yards. Chaotic. ‘Ihisdread spell animates all dead bodies within fifty yards radius of the caster in all directions, for a number of combat roundsequal to thepow of the caster. These mindless dead attack all living beings in the area, including the sorcerer and companions. They cannot be commanded by the caster, nor can the spell be canceled once cast. Each corpse so animated coststhe caster one magic point. The gamemaster decides how many bodies are eligible, unless circumstance in play make the number obvious. Most likely the caster cannot judge in advance the exact number and is thus unable to determine the number of magic points to be drained. Casters reduced to zero magic points lose consciousness. Each walking corpse has 1D8hit points and half of its original characteristics, including MOV.
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CHARDROS ETERNAL GIFT (vanes) Range is touch. Chaotic. This is an extremely rare spell. Casting it is the climax of a sorcerer’s life, because the caster either is changed irrevocably, or dies from the ordeal. A successful casing allows the necromancer to become a liche, a fell
C i r i m o i r e being with a greatly extended life span. Only a liche has enough time to gather great quantities of POW and INT, and to learn all the multiform ways of magic. The spell is known by and cast only by allies of Chaos. The casting is complex and arduous, requiring eight days of fasting and meditation while surrounding by A SKELETON ANIMATED Special herbs and other components chosen by the gamemaster. At the end of this ritual, the caster spends all his or her magic points, then falls onto an impaling dagger and dies with a thrust through the heart. If the caster does not die, the spell fails: he or she must die in order to be reborn. If Chardros is willing, the caster is reborn as a liche. The will of the god is unknowable, but liches are rare: if the gamemaster wishes, simulate the acquiescence of the god, byaresultof01-10onD100.If Chardrosdoesnotgrantthe boon, then the caster’s allegiance points and relations with the god should indicate the come of his or her afterlife. Even after learning this spell, a sorcerer typically spends years attempting to divine the intent of Chardros, as it relates to himself or herself. Usually the spell is cast when sorcerers see that death is immanent, and have nothing to lose. Whether such attitudes endear the casters to their Lord is a matter for speculation. Chardros’ Eternal Gift allows the caster an unnaturally long life: when the liche’s hit points reach zero, reduce its POW by one and restore hit points to maximum. Some versions of this spell require the imbibing of human blood each time hit points reach zero. When a liche’s pow dropsto 15 or less, it can no longer cast spells or learn new magic, but chardros’Eternal Gift continues in effect. Reaching pow zero, however, the liche dies for good and grim Chardrm reapsthat soul. Many ways exist to increase POW,not least of which here are gifts from Chardros. Heal, Suture, and the like have no effect on a liche. Physik work normally. The sorcerer cannot be permanently affected by thedesbookspell Soul of Chardros. Seethe lichesummary in thischapter for information about other changes. CREATE ABOMINATION (varies) - Range is touch. Chaotic. First receive a successful Luck roll, or roll on the Necromantic Mishaps Table. This spell creates an automaton,usually constructed from materials such a5 rock, stecl, or dead flesh. The body must first be fashioned (rcquiring an appropriate Craft roll), and the eight-pointed .seal of Chaos inscribed somewhere on it. Each point of its SI% demands one magic point and one hour of ritual concentrition during creation.
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One point of POW is needed to animate the thing. The caster then spends magic points for characteristics and skills,just as is done for demons, although demon abilities are not available to these constructs. Finally, the sorcerer needs a Luck roll. Failure requires a roll on the Necromantic Mishaps Table. Usually employed as guards, these tireless things have effective life spans of 1D8 years. See Abominations in the Undead section for more information.
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DEATH’S EMBRACE (3) Range is touch. Chaotic. The target of this spell experiences a deathlike trance 1D8 hours in duration, then slowly wakes and regains normal ccmsciousness. During that time the target does not breathe, have a beating heart, nor betray any other sign of life. Thus he or she could be in a crate, underwater, or concealed in a coffin. Witch Sight or Soul Sight betrays the secret, but only on a DlOO roll of INT x l .
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ENTROPY (10) Range is touch. Chaotic. Use of this spell causes its target to rapidly decay. Food rots, wood warps, metal rusts, plants wither, and living beings shrivel from this effect. When cast on a living being, the caster must fmt make a ~ M Resistance P roll. If successful, the spell costs the target lD8 hit points, and additionally drains 1D3 points from CON. Hit points drained in this manner heal normally, and lost CON may be restored by means of magic or training. When cast on an object, a Resistance roll is not needed. When all hit points are depleted, the object becomes dust. This spell can be found in Vengir’s Black Tome and was developed by that Pan Tangian necromancer. Mad sorceren living near Org and the Forest of T m also teach it.
lures a spirit or ghost into the body of the target, hoping that it will decide to attempt to possess the target. The spirit may be some disembodied denizen from a plane of hell, a spirit from Limbo or other location, the INT and POW of a madman drifting toward Limbo,an existing ghost, or something else entirely at the gamemaster’s discretion. Roll 2D6+6 to learn the spirit’s POW,then match its magic points against those of the target on the Resistance Table. Each loss in this psychic context costs the losing spirit 1D3 magic points, but a success allows the spirit to possess the target and manipulate the target’s body. The possessing spirit does not gain the target’s memories or skills, having to rely upon those from its former life. If the attacker loses all its magic points in the MP:MP struggle, it returns to from whence it was summoned Though defeated, the target’s soul constantly rebels against the invading spirit. At any moment during play, the target can attempt an Idea roll and, if successful, match POWPOWagain on the ResistanceTable. Success grantsthe target mtrol over his or her own actions for 1D8 hours, or until the target sleeps, when the invader seizes control again. The target’s soul is unaware of what the possessing spirit does while in control. Possession can be ended by successfully casting Exorcism.
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NECROLOGY (4) Range is touch. Chaotic. In preparation for this spell, a sorcerer must study each fragment of a body’s remains until he or she has memorized all the significant details. After suitable meditation, the sorcerer may cast Necrology to witness the cause of death. This can be done in two ways. With the first method the necromancer stares into the eyes of the corpse, which
EXORCISM (10) - Range is touch. Chaotic. Using this spell, the necromanm attempts to banish a disobedient or malicious spirit from the caster’s current plane of existence. Usually the spirit has taken possession of a living person.The caster intones as many names for the spirit as can be unmvered or guessed at. If the thing’s True Name is known, it can simply be commanded gone, and will not return. This spell requires two hours to cast. During at least part of that time the target spirit must be manifest. The two hours over, make a pow:pow Resistance Table roll for the sorcerer, using the POW of the spirit as the passive value. During this time, the spirit may try to distract the caster’s concentration by causing all sorts of supernatural effects-head spinning around rapidly, tongue snaking a yard or two, body levitating, speaking in tongues-but the spell keeps the target spirit from physically assaulting the caster. If the roll fails, so does the exorcism. Additionally, a particularly strong possessing spirit may attempt to take over the casterwith a powpow attack of its own. If the failed roll is also a fumble, the Lords of Entropy send the spirit to a random location from which it might return if the gamemaster desires.
NECROMANTIC I P ELL5 Animate Limb (2) Animate Skeleton (8) Army of the Dead (variable) Chardros’ Eternal Gift (POW in MPs) Create Abomination (1 POW +varies) Death’s Embrace (3) Entropy (10) Exorcism (10) Lure Spirit (10 + 1 POW) Necrology (3) Possession (10) Raise Mummy (1 POW + varies) Raise Zombie (1 POW + varies) Speak with the Dead (2) Spellbind (6) Spirit Barrier (5) Stench of the Grave (4) Summon Ghoul (1 POW + varies)
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LURE SPIRIT (10 + 1 POW) Range is sight. Chaotic. Sacrificing one point of pow and ten magic points, the caster
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shortly causes the cadaver to quick for a minute (or so it seems to the caster) and describe its death in its own words. The gist of these words is true, but they may be cryptic or contain lies about specific details. Alternately, the caster can d d y envision the death by casting the spell and then holding a bone or a hunk of flesh from the target. The nightmarish vision is indistinct and choppy, and lasts about thirty seconds.
~spellworllsnomatterhowagedtheremains,andlikewise imparisa good idea ofhow long ago death occurred.
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POSSESSION (varies) Range is touch. Chaotic. With this spell the sorcerer may take over another’s body by forcibly casting out the original spirit. The caster irrevocably abandons his or her own body, which falls dead when the combat is resolved. Caster and target match magic points on the Resistance Table. Each roll costs the loser 1D3 magic points, and the struggle continues until either spirit has lost all its magic points, forcing it to a spirit plane such as Limbo.
C i r i m o i r e SPEAK WITH THE DEAD(2)-Rangeistouch.Chaotic. This spell allows the caster to speak with the spirit of someone whose corpse is still warm to the caster’s touch. Although the head at least must be available, the organs of speech need not be intact or even present. Still the sepulchral voice emanates from the mouth, which grimly works on as best it can. The spell requires ritualistic meditation, the burning of herbs, and the singing of a plaintive song, all of which needs about an hour to complete. The caster then may ask three questions which the spirit is obliged to answer. The dead never answer plainly, but allusively, cryptically, or by means of a riddle. This spell may not be used twice on the same spirit.
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S P E L L B I ND (8) Range is touch. Chaotic. By means of this spell, the sorcerer attempts to takes over the target’s mind, and to cause the target to do as commanded. To control the target’s will, the sorcerer needs a successful POWINT resistance roll. For each success, remove 1D8 points of INT. Each attack costs eight magic points. When INT reaches zero, the caster has taken command. The victim has no will, and obeys all commands. Characteristics other than INT remain unchanged. Duration is permanent, or until the victim can get a roll POW x l or less on D100. Make one such roll daily, except that on a result of 00, attempt no new roll for 1D8days. Once the spell is broken, the victim’s INT returns at 1D4 points per hour.
RAISE M U M M Y (1 POW + varies) - Range is touch. Chaotic. Cast on a preserved corpse, this ritual returns thought and motion to it, restoring its personality. The body must be intact (dried, for instance) and well-preserved, but it does not have to be wrapped in bandages. The gamemaster decides the time and effort needed for proper preservation.
SPIRIT BARRIER (5) - Range is touch. Chaotic. This spell createsa barrier (usually invisible but sometimes smoky or possessing some hue, as the gamemaster desires) that blocks the movement or attack of a single spirit, ghost, or disembodied demon, and alerts the caster to its presence. The caster marks out a circle nine yards or less in diameter and spends four magic points to power it. When an entity attempts to enter the circle or to attack magically across the barrier, it is repulsed with a violent discharge of eldritch energy for the caster’s POW in minutes, regardless of the spirit’s strength. When the duration expires, the barrier falls and the effect ends.
Placing the body over an inscribed seal of Chaos, the caster burns incense and candles around the body, and chants the ritual for a day and a night. Even though the mummy will possess the same personality and skills as in its former life, the caster must still spend magic points to defme the mummy’s characteristics. He or she also must sacrifice one point of POW to motivate the thing. Thus it is likely that the mummy will be stronger or weaker in particular aspects than it was in life. Additional D8s of pow also can be purchased with magic points. The ritual demands concentration, earned by a successful DlOO roll of POW x4 or less. If the roll fails, the sorcerer must start over from the beginning, and magic points and POW are forfeit. When all is complete, the sorcerer receives a Luck roll. Failure requires another roll, this time on the Necromantic Mishaps Table. See Mummies in the Undead section for more information.
S PI R I T B I ND (8) - Range is touch. Chaotic. This spell binds the soul of a person near death to a specific object, location, or person. The caster makes a POWPOW Resistance Table roll against the departing soul. Success ties the soul to the specified place until release by the caster or by the spell Exorcism. If the soul is sent into another person, the necromancer must cast Lure Spirit as well, to seat the soul into the new body.
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RAISE ZOMBIE (1 POW + varies) Range is touch. Chaotic. This spell creates one zombie under the commands of the caster. It requires a whole corpse with enough flesh on it to allow mobility. The sorcerer draws the eighttined seal of Chaos on the forehead of the body, then chants from sunset to sunrise. One point of POW animates the corpse. As with other undead, the necromancer must sacrifice magic points to define the zombie’s skills and characteristics. The sorcerer needs a successful Luck roll for everything to go right. Failure requires another roll, this time on the Necromantic Mishaps Table. See Zombies in the Undead section for more information.
STENCH OF THE GRAVE (4) - Range is sight. Chaotic. This spell creates a foul odor like that of carrion and the gases of decay; this stench lingers for days on clothes and bodies. The cloud has a volume equal to a small room. Those in the area of effect heave and retch, and must attempt CON rolls to stand their ground. Even those who receive successful CON rolls are nonetheless helpless, and cannot wield weapons nor cast magic. The caster is immune to the magical effect, and may do as he or she wishes. Outside the area of effect, the victims’ disability ceases.
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SUMMON GHOUL (1 pow + varies) - Range is self. Chaotic. This ritual opens a doorway to Limbo through which the necromancer hopes to attract a ghoulspirit. The caster must spend one point of POW to accomplish this, besides the magic point cost for the creature. A successful P O W Pow Resistance match also is needed to bind the / ghoul into a target A GHOUL host. Failing that, most spirits return to Limbo, though a few may drift acToss the-world until finding a congenial home. Finally the sorcerer needs a successful Luck roll. Failure requires another roll, this time on the Necromantic Mishaps Table. Required casting time is 1D6 hours. See Ghouls in the Undead section for more information.
extraordinary perils and very lengthy difficulties are endured. In short,these are the ultimate necromantic spells. Use them to take a campaign in new directions and introduce new challenges.
LEARNING THE INCANTATIONS The spells and instructions that allow Sadric to cheat the Lord of the Seven Darks are contained in a scroll known as Incantations After Death. This scroll is made from a strange metallic paper, is written in High Speech, and is kept in a box of deepest ebony. In tum the box resides in a vault hidden in the emperor’s library in the Tower of B’all’nezbett, protected by devious traps and spells. It opens only for he who wears the Ring of Kings, and not even Elric suspected its existence. It is possible that Sadric is the last of Melnibonh’s sorcerer-kings powerful enough to work these ancient magics. In the novel, he moves himself back through time to Hhui’shaq summons Elric’s dragon, Lady Scarsnout; sends the jill dragon across time and space to find Elric; and transportsbothbackthroughthecenturies,tothetimejustafter the Melnibonhn civil war. Later, Sadric also threatensto bind his and Elric’s souls together. Unlike Elric, Sadric has great stamina and many reserves of magic. These feats might be achieved by no one else.
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CCORDING T O MOORCOCK, Elric’s father, did not go on to serve Chaos after his death. Instead,he hid his true soul within the Eternal Rose, which “can only hold the soul of a mortal who has loved another better than itself.” The rose was then placed in a rosewoodbox. Sadric created a false soul which deceived the Lords of Chaos, who claimed it as their own. Sadric wished to be free of his responsibilities to Chaos in death, and to join his wife in the Forest of Souls. But the box was lost among the Million Spheres. In The Revenge of the Rose, Sadric’s specter charges Elric with recovering the box, thus freeing his father’s soul. The spells in this section allow a sorcerer to create a false soul (to fool the Lords of Chaos), to hide a soul in an object, and to prevent a soul from passing on to the afterlife. Their powerful effects should be the goal of an extended campaign, or perhaps be used by a unique non-playercharacter sorcerer. Because their existence is unguessed at even by Elric until Sadric reveals the secret, let these spells be unavailable to adventurers, or else findable only after
A s adric the %th,
A V l N G OBTAINED THE scroll or having deduced the necessary information from other sources, the sorcerer must first choose a suitable location or object for his or her true soul. The spell Spirit Vessel is then cast to prepare the home. Next, False Soul is cast, to situate the false one and to ppare the true soul for relocation Finally, Transfer Soul is cast, to move the sorcerer’s true soul to the spirit vessel, leaving the false soul alone in the body, deceiving enemies for a time. When the sorcerer dies, the false soul drifts out of the body. The Lords of Chaos or Law perceive it to be the real soul, for there is no quick way to distinguish real and false souls. Not even Witch Sight, Soul Sight, or Track Soul can tell which is which.
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To reunite true soul and body, *verse the process. If the sorcerer intendsto send the true soultoa place like the Forest of Souls, he or she must wait until the gods claim the false soul. Then he or she may use Soul Transfer to freethe true soul. The true soul is then able to will itself to its desired destination. Spirit Vessel and Soul Transfer can be useful to sorcerers in other ways. In &me of the Black Sword, for instance, Drinij Bara put his soul into the body of a cat so that a rival sorcerer could not steal it. Since spells that affect pow do not affect a false soul, a sorcerer need not fear such attacks aimed at his or her person. The sorcerer’s POW is in danger only if the attacker learns the sorcerer’s secret and discovers the spirit vessel. Attacks against it could be devastating. These spells could also steal and store another’s soul. POW umtained in a spirit vessel can be attacked and drained by certain spells. sincethe spirit cannotaccept points of CON,STR, or DEX, the spirit loses as many points of pow as the attacking character can wrest away. Resumably the soul in the spirit vessel is drained and extinguished. If the soul is spared, the holder of the spirit vessel still has immense power over that identity. Anything fromthreatening to dram the POW to seizing control of the spirit’s will could coerce almost any sorcerer to reveal his or her secrets. Thus the spirit vessel must be hidden from the sorcerers of this world as well as the Lords of the Higher Worlds. In Revenge of the Rose, Mashabak‘s counter-claim diverted Arioch’s attention. No mortal, not even a great s o m , fools a god for long: as a rule of thumb, the god would begin the search for a true soul after the sorcerer’s allegiance score has passedindays,orsoaner. While the body is alive, the true soul has full control and full perception from the safety of its spirit vessel. The only difference is that magic directed at its apparent pow and INT no longer affects it, since they actually are located elsewhere, with the true soul. If the body dies, the true soul is like a ghost, though one able to reason and one unhampered by the obsessionscommon to ghosts. Ifthebody is &ad, and if the spirit vessel is hidden or if it is a location, them the true soul can do nothjng until some mortal blunders within range of the true soul’s magic or a pow:pow attack The Possession spell would be an apt one to cast in this situation. The true soul has no way to regenerate magic points to power spells, though its POWwill return when extinguished, just as a ghost’s does. Like ghosts, the true soul can also manifest as a transparent image. If the true soul manages to conquer another body, then it can use the body and the skills native to that body as it wishes. It can either transfer itself into that body or remain in the spirit vessel, hidden and protected.
FALSE SOUL (variable)
- Range is self. Chaotic. By
means of this spell, the sorcerer creates a false soul, like a shadow that keeps its form when the object casting it is removed from the light. This process involves complex mental and verbal imagery, but Sadric achieved it under
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G r i m o i r e emergency conditions, so the casting time is undoubtedly short, about thirty minutes. At the end of the ritual, the sorcerer spends magic points equal to his or her POW. A Dl00 roll is then required. A result of pow x3 or less means that the spell succeeds. A failed roll extinguishesthe true soul, and leaves the false soul in command until the body dies, at which time even this shadow is extinguished. The false soul is unable to cast magic. Only feelings of greed, envy, lust, and fear motivate it. Once created, the false soul centers upon the caster’s body and for a few hours coexists with the true soul. The true soul and the false soul have the same POW and INT, but the false soul’s pow cannot be changed, and the false soul has no magic points. Resistance table rolls can be made from this POW, however. Magical attacks against false soul pow or INT have no effect or consequence. This spell will not work on those who are currently affected by Soul of Chardros or Chardros’ Depletion. To return the true soul to the body, it must be Soul Transferred back to its body, and then False Soul cast again. This time significant portions of the ritual are inverted, so that the soul returns to its initial home. The false soul merges with it and is extinguished.
SOUL TRANSFER (8) -Range is touch. Chaotic. Used in conjunction with False Soul and Spirit Vessel, this spell transfers a soul (POW and INT) to an object or location outside the target’s body. The caster must touch both the target body and the new location or object within which the true soul is to be placed. If the target is unwilling, match POWPOW on the Resistance Table. If the roll succeeds, or if the target is willing, caster next needs a DlOO roll of pow x5 or less. With a success,the soul transfers to the object or location. With a failure, the magic points are lost. With 00, the soul anives at some random location in the Young Kingdoms. If the soul transfers to an object or location unprepared by Spirit Vessel, the soul dissipates at a rate of 1 POW daily, until all points are gone.
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SPI RIT VESSEL (1D8 + 3 POW) Range is touch. Chaotic. This spell imbues an object or place with the energy needed to contain a person’s soul. The vessel can be any object-a box, jar, brooch, gem, sword,or small animal, for example. A location is larger but discrete, a boulder, a gate, a tree. Properly placed, the person and the person’s soul function as one, not matter how far removed. To work this magic, the caster must first sacrifice the required pow and magic points, then spend 1D6 hours meditating and chanting the required charms in High Speech. At the end of the process, a DlOO result of pow x5 or less’isneeded to prepare the spirit vessel. If the roll fails, the spirit vessel is flawed, and will not hold a soul; attempt the process again on some later day. On a result of 00,six POW are lost permanently. The spirit vessel may be hidden any distance from the body, and separated by any amount of water, rock, earth, or iron. If the spirit vessel is broken by physical assault, then the spell too is broken, and the true soul is set adrift in the
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world. Once a spirit vessel is prepared, it may be resorted to repeatedly.
a single physical blow must exceedthe thing’s current hit pints to have any affect. Further, such an attack reduces the thing’s hit points only by that excess amount. An abomination is vulnerable to magic and magic attacks. Elementals, especially earth elementals, loathe them. Ownership of an abomination cannot be transferred, but such a thing can be commanded to do a single set task for A N ABOMINATION another person. All commands must be simple, since an abomination has little reasoning capacity. Abominations resemble Dharzi constructs, but the Dharzi typically carved segments from different creatures and then combined them. Even more significantly, Dharzi creations could act intelligently and sometimes could cast magic.
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ACCUMULATE ALLEGIANCE (3) Range is touch. Chaotic. This spell can only be cast on a target affected by the Possession spell or one whose will has been dominated by another after a POWPOW struggle. Three allegiance points are drained per day. A Chaos-aligned character like Sadric could slowly accumulate a preponderance of Balance points if he desired to reach the Forest of Souls. Alternately, he could accumulate Law points if his final destination was to be the Sphere of Law.
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NDEAD ARE UNNATURAL creatures formed by magic, not by the processes of normal life. Except for ghosts, the Balance never intended that such creatures appear on this plane, or perhaps anywhere else. Though undead can be destroyed, they do not age, and are immune to the ravages of time. They are created by sorcery, and do not reproduce. Only inimical magic or physical attack can destroy them. Undead are formed or brought together by casting one of several necromantic spells, including Animate Skeleton, Create Abomination, Raise Liche, Raise Mummy, Raise Zombie, and Summon Ghoul. Of all the necromants, ghosts alone are self-created. In the game, add or increase characteristics, MOV, and skills by sacrificing magic points, just as for demons, and at the same rates and for the same costs. Demon abilities are not available to the undead. Furthermore, only skills listed under Agility and Perception may be purchased for an undead creature, only if the sorcerer possesses the skill, and only to the amount possessed by the sorcerer.Undead animate 1D8rounds after the spell or ritual concludes.
TYPICAL ABOMINATION, Mindless Guardian Made of Stone or Metal charactedstics STR CON sIZ INT POW DEX
rdls 5D0 5D0 5D0 1 1 1D F
averages 22-23 22-23 22-23
1 1 4-5
MOV 1DE shamble, max 5 Av. HP 22-23 Av. Damage Bonus: +2D6. Weapons: Crush 50%, see Wrestle skill for damage Smash with Limb 50%, damage’ 1 DlO+db * relate damage and skill percentilesas per the Roll Table. Armor: body deflects 30 points. Apply only damage exceeding this amount per attack to hit points. At zero hit points the thing breaks and again becomes inert material. Skills: the two attacks noted above, plus Follow Clear Order and Carry Heavy Object, all four to no more than 50% each. Magic Points to Summon: 1 POW + 39 MP.
Abominations Abominations are inanimate matter given life by sorcerers. For more information about the process, see the Create Abomination spell description. An abomination tirelessly follows orders until destroyed, until its goal is achieved, or until the thing’s creator dies, whereupon it collapses and returns to its prior inertness. Typically used to guard temples, libraries of sorcerers, and the like, abominations will pursue invaders so long as such targets remain in sight. They might also patrol borders, carry boulders day and night, or perform many other strenuous tash without requiring rest. The material composing an abomination usually acts as its armor, most abominations are hewn from granite or cast in bronze. It is essentially immune to ordinary weapons, for
Ghosts
T
WQ $0RT5 Q F ghostly phenomenon occur. Mass phenomena such as ghostly armies or ghostly cities that appear and vanish are matters for gamemasters and scenarists, for such great visions not only should be individually crafted but also placed into settings and adventures worthy of them. Of individual ghosts, much can be said, though tentatively. After death, most souls arrive at Limbo or the Forest of Souls, places to which they are bound for all eternity. Law
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and chaos 0th interfere with this arrangement but the intent seems to originate with the
G r i m o i r e invisible, as is a ghost that specializes in reproducing sounds significant to its goal. When it disappears or falls silent, it is merely inactive. It is still present. It has nowhere else to go.
Balance.
PERSONALITY
Sometimes, albeit rarely, a soul does e w for a spirit not d plane. It instead retangent to an object or location in the plane of the Young Kingdoms, often with obsessive tenacity and intensity. When that occm, unusual phenomenaOCCWin the immediate a m , the location or object is said to be haunted, and the clinging I spirit is termed a A GHOST ghostThe formation of a ghost is not evidence of Chaotic or of Lawful influence and intent. Ghosts are natural to the Balance, and seem to be part (though an unusual part) of the processes of life. They seem to represent a way for the Balance to redress its account books,as it were, and to change not only what was, but what will be. A ghost forms for a particular reason. Gamemasters should generate not only POW and INT. but a history for the ghost, the circumstances of its death, and the shade’s characteristic modes of expression. A clear statement of the ghost’s goals or motivation needs to be drawn up. This intent forms almost the whole of the spirit’s consciousness, and should be of first importance in place. Every ghost should be different. Usually the haunt is a single one. If multiple ghosts occupy a location, that fact should be deducible by the playa.
Each ghost is obsessed-by a motive strong enough to interrupt the natural flow of the Balance and intense enough to revise the record of Time. Motives are many. Revenge for death is frequent, as is need for proper burial. A miserly ghost may be tied to its money and sometimes try to defend it. Completion of an important task that was interrupted by death may be a motive, as may be vengeance against a particular person or the descendants of one who gave great offense in life. Some ghosts repetitively enact the same scene, hoping to inspire the movement of something, or the employment of certain magic or ritual, or simply to gain the full understanding of a passer-by. The pattern of the obsession is also dictated by the ghost’s strengths and weaknesses. A ghost of high INT usually manages to see its motivation satisfied, and is ingenious in arranging phenomena to lead the living to help it. One with great control may simply manifest and explain its situation. But a ghost of low INT may forget the reason for its obsession, and stay on the job century after century. A ghost of high POW and low INTmight be a formidable foe to all the living, while a ghost of low POW might be so transient and ineffectual that it can only cry or point without rhyme or reason. Since all ghosts are of the Balance, each craves the act of completion that sends it on to the spirit planes. This is as the Balance intends.
POWERS AND PHENOMENA Nearly all ghostly phenomena can be paid for by magic points. The gamemaster can work out an economy of ghosts if he or she wishes, but recording expenditure of magic points seems important only when attacking adventurers; for that, see the next subsection. Otherwise the apparition or phenomenon should be memorable, intermittent, riddle-like in meaning, and congruent with the ghost’s origin and goal. Flight is the one sure defense against ghostly phenomena of any sort. A hundred yards is the maximum effective radius of a ghost’s awareness of intruders. Sorts of phenomena include appearance and disappearance of a ghostly form or forms, appearance in armor and weapons or other special dress, sounds connected with the ghost’s history, statements or gestures that help explain the presence of the ghost, repetition of acts, ritual observances, movement of objects, projection of visions or hallucinations, bombardments by pebbles or other small objects, levitation of objects, appearance beside a significant object, manipulation of light and shadow, and so on.As a general guide, equate the amount of POW with the maximum STR to be exerted in any one action.
GEN ERAL CHARACTE R I ST1C.S Every ghost begins with 3D6 INT and 3D6 POW.Although DEX is inapplicable to ghosts, also roll 3D6 to determine DEx-rank. Magic points are equal to POW,and regenerate just as they do for adventurers. Points of pow and INT normally do not regenerate, though a very few malevolent ghosts can attack POW and absorb a portion of it, thereby strengthening themselves. A ghost usually manifests as a shimmering, transparent form. It may mimic human movement, or drift above the ground. It appears and disappears when it wills, and passes through objects, beings, and architecture seemingly without effort or notice. Visibility is not necessary. A poltergeist (a ghost who characteristically moves or hurls objects) is usually
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Skill: Ghostly Phenomena 100%, as appropriate to the entity‘s history and intent.
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EVERAL SORTS OF ghouls exist. Some prefer the taste of living human flesh, while others desire to bury their fodder first,to age it. Once-normal humans who come to crave human flesh take on brutish and degenerate aspects, and over time become ghoul-like. The mad entities who slumber in detestable Org are certainly ghouls, though they behave more like zombies. The ghouls discussed here start as spirits who lurk on the edges of Limbo. These ghouls are wraith-like, of 4D8 POW and 2D8 INT. They prey on incautious human souls who leave the milling, moaning whirlpool of souls and seek a way out from such woe and grief. Isolated at the edges of the timeless realm, such souls are easy targets. In Limbo, ghouls attack POWPOW, to absorb targets. This is their food. By absorbing POWthey do not grow stronger, To create an earthly version of this ghoul, the sorcerer must first capture and render unconscious a suitable human host. Then the sorcerer must open a pathway to Limbo and attract from there a ghoul-spirit by casting Summon Ghoul. Once offered a physical host, the entity attacks POWCON on the Resistance Table. If the attack fails, the host ejects the ghoul, and it flees from this plane. If the attack succeeds, the ghoul continues until it has drained all CON from the host, who dies. The ghoul’s POW and INT then animate the victim’s body. The host’s former STR, CON,and SIZ apply to the new ghoul; former DEX and MOV are halved. The APP characteristic quickly drains away as the body turns leprous white and the face takes on a inhuman cast. In taking over the host, it loses all of the victim’s memories, magic, and skills, but gains the skills noted below. The new ghoul, disoriented, weak, and very hungry, matures in about two weeks. It is then a faithful servant to the sorcerer. The ghoul needs an average of 8 CON weekly, by devouring an intelligent being. Failing that, it loses CON at the same rate. If CON reaches zero,the starved spirit returns to Limbo. These mechanics are an alternative to those found in the Elric rulesbook.
Fate, 11, 5.
AITACKS A few ghosts attack the living, for reasons prompted by their histories and personalities. In these situations the ghost always has the initiative, and usually can choose to break off the attack, Here are some of the modes. )MP:Mmn the ResistanceTable. Each attack costs the loser 1D3 magic points. This attack usually continues until the target flees the area or until the ghost or the its opponent exhausts all magic points. In the former case,the ghost disappears until all its magic points have regenerated, and in the latter case the victim falls unconscious until one point returns. The point of this attack is to serve notice that the target is definitely unwelcome and in danger. )Ghostly Possession. If sleeping within the ghost’s area of effect, or when a target has been drained of magic points and is unconscious, a ghost may attempt to temporarily control a living person. Roll wwpowon the Resistance Table. The target either wakes in nightmare (failure), or is controlled by the ghost for the ghost’s POW in minutes (success). If the ghost leads thevictim into danger, the victim has a chance, expressed as an Idea roll, to wake up. Repeatedpossessionsdeafly disorientthe victim, provoking hallucinations and nightmares, causing sleeplessness and weakening san’w, but appear to have no motive other than malevolence. )pow:wwon the Resistance Table. This is a potent attack, performable only by a ghost of POW 16 or higher, who desires the death of its victim. The ghost first attacks MPMP in order to gauge its opponent. The loser subtracts 1D8 magic points. If the ghost presses the attack, the next roll is P o w m w n the Resistance table, subtracting 1D3 points from the loser’s POW. For each successful attack, the ghost has a m w x l chance to absorb a point of the opponent’s POW. If the target is also of w w 16 or better, he or she has the same sort of chance to absorb a point of the ghost’s pow. but can withdraw from the fight instead, by running away. Losing all wwresults in the target’s death (possibly haunting the area, too). A ghost that loses all its POW dissipates, and no longer exists in any sense.
GHOUL, Spirit Brought from Limbo
TYPICAL GHOST, A Soul Obsessed charaddstlcs mlls IN1 3D6 POW 3D6 MOV 8 drill max Av. HP: nOne
svereges 10-11 10-11
cherecterisiics‘ STR CON SIZ
rdls
8MgS
-
hosrs hosrs
INT
2DB 4Dtr
POW
-
hosrs 9 18
DEX hosrs MOV ID8 lurch, max 5 Av. HP na original to Limbo, plus 1 for lhe summoner’s contribution. Av. Damage Bonus: na. Weapons: Bite 40%, damage 1D8
Damage Bonus: none Weapons: MP:MP. target loses at leest 1D3 magic points Ghostly Possession. damage special P0W:POW. ghost of POW 16+ only, damage special
Wrestle 30%. damage special
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CON drain 1 D3 per round, automatic with touch. Armor: none, but the ghoul is immune to the effects of Major Wounds and the like, functioning normally until all its hit points are gone. Skills: Search 50%. Magic Points to Summon: 1 POW + 22 MP.
the liche do not change from its human or Melnibonhform, only the manner in which he or she generates hit points. A liche begins in play with the characteristics, skills, and magic that it had when it was alive. Its Power and magic should increase, at the expense of everything else. A liche typically appropriates the trappings of kingship-crown, scepter, jeweled dagger, perhaps an ancient enchanted sword of great magic. Its court will have no peers in it, only ranks of groveling slaves.
tichexi
A
LICHE PLEDGES ITS soul and service to Cham in return for extended life. The necromantic spell Chardros’ Eternal Gift forges this unholy pact with the god of death. Because of its strength, a liche may command many servants, human and demonic. Magically resurrected time and again, a liche becomes more corpse-like each time it is destroyed. Its increasingly hideous dried skin, glowing eyes, gnarled claws, and rotting smile are unmistakable and unforgettable. The liche’s desires and behaviors are strong and obsessive. As goals, it values only lust and power. When a liche’s hit points are reduced to zero, subtract one point of POW permanently and restore hit points to maximum. Drained of all POW, the liche dies, and Chardros claims its soul. If reduced to pow 15 or less, the liche loses the ability for magic. Heal, Suture, and the like will not aid a liche, though Physik will. A liche cannot be permanently affected by the rulesbook spell Soul of Chardrm,nor can a liche be summoned. The characteristics, skills, m-limit, and other general factors of
mummies
I
N PAN T A N G , sorcerers routinely mummify deceased servants and then animate them to get further service. If a Melnibonean sorcerer creates a mummy, he or she disguises it in elegant masks and stately robes, protecting the delicate sensibilities of others. Any method of preservation will do, such as embalming, drying, or salting. A mummy need not be wrapped in bandages (if it is, and if it bums, add 1D3 damage per round). The gamemaster decides the length of time needed for mummification. A mummy’s integument-like tissues approximate five points of amor. Creation requires the casting of the Raise Mummy spell. Like other undead, the body’s characteristics are defined by expending magic points. The provided skills are integral to the mummy, and cost nothing. New skills may not be added or learned, and existing skills never increase. Even if the mummy once knew magic, it no longer can cast it. Mummies are intelligent, and understand complex instructions. They have free will, and can do intricate tasks. Their preserved tissues make agile movement difficult, and extended movement painful. Sexual functions, the ability to eat and excrete, and the regeneration of tissue no longer occur. Mummies frequently resent their condition, and few wish to live for long. The first time a mummy skill roll results in 00, the revenant can no longer tolerate its depression and frustration, and it destroys itself by whatever means available. AVERAGE MUMMY, intelligent agent CharecteriStiGs
STR CON SIZ INT POW DEX
rdis
averages 5D8
4D8 3DC
308 2D8-1 1 D8+2
22-23 18 10-11 13-14 8 6-7 AM HP 14-15
MOV 1D8,max 6 Av. Damage Bonus: +1 D4. Weapons: Brawl 50%, damage 1 DB+db Wrestle 30%, damage special Armor: 5 points of hardened skin. Skills: Move Quietly 60%, Track 40%. Magic Points to Summon: 1 POW + 19 MP.
b A LICHE
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Skelebons
A
SKELETON MOST RESEMBLES a zombie, except t the latter's ability to sustaindamage is exchanged for speed and dexterity. W d of Pan Tang seem to prefer skeletlms to zombies,pernaps because s k e l w follow orders b&k€,orbtXXUSetheyCanUSeordinaryWeapUlSandarmOrBoth
sorosofundeadarecreated~corp4es.
?heskeletonmustbecleanedofflesh,andthenitsbonesjoined forartidation by knotted redcords.ThespellAnimate Skeleton iSthencast,en~~gthethingwithitscharacteristicsandskills, as with other unclead. The sorcerer must contribute one point of pow and requisite magic points to defme the thing. An animated skeletoncanbe made fromany animalor species; gamemasters should vary the costs for very large or very small skeletons. It must have hands if it is to me weapons. Lacking weapom, a skeletonhas a 10%chance to breaka wrist or arm each round it uses the Brawl skill. A ZOMBIE
SKELETON,grisly servant cheracteristics
STR CON
rdls 3D8
na
SIZ
3D8 INT na POW na DEX 3D8 MOV 1D8, max 7
everages 13-14
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13-14 3 1 13-14
Aw. HP 14 Av. Damage Bonus: +O. Weapon: Broadsword 40%,damage 1 DB+l+db Small Club 40%, damage 1 D6+db Brawl 40%. damage 1D3+db Armor: none, but weapons neither impale nor do critical damage. Magic that does physical damage affects a skeleton normally. Skills: no others. Magic Points to Summon: 1 POW + 24 MP.
Zombies
0
(spending 2 magic points). chugol hits and rolls damage of 6 (1D8),which is halved to a 3. He then adds the damage from Hell's Hammer, +2, for a total of 5 points of damage. If chugol had a positive damage bonus, that too would be rolled for and then half the result applied. The spell creating the zombie requires a corpse entire enough to walk The necromancer decides the body's chatalcteristics and supplies one point of pow to motivate it. Each m b i e requires fourteen magic points to complete and has identical skills that do not
impve. Once created, the body relentlessly decays, at the rate of one hit point per week As the weeks pass, the thing becomes less able to move and functionuntil it collapsesinto a mass of decay and must be removed or destroyed. Zombies have no will, and follow the sorcerer's commands literally. It is possible to re-bind a zombie to a new owner, although the thing's creator must permit the -fer. The new owner must sacrifice one pow,but does not need to be of pow 16 or better. The gamemaster may determine'kpecialweaknesses that stop or destroy a zombie. Zombies are cannibaliic and often can be diverted by opporhlne food. ZOMBIE, mindless servant characteristics rdls averages STR 4D8 18 CON 4D8 18 SI2 3DV 13-14 POW 1 DEX 2D8 9 MOV 1D8. max 5 Av. HP 16 maximum poswbb Size Av. Damage Bonus: ~ ~ +1 D4. ~ Weapon: Bite' 30%, damage 1D6' Large Club' 20%, damage 1 DE+db
CCASIONALLY DEATH CULTS and necnrmancers use zombies as guards or in macab exhibition of their magical powers. Zombies are difficult to defeat, since they continue to function normally until all theirhit ~ ~ ~ g ~ , ~ ~ , ~ Impaling w e a p do only one point of damage to the thmg's hit points. All other weapons do half the rolled damage, except relate attack damage and skill percentiles as per the Roll Table. eldmhm&anddemonwt!apom @dvethe physid damage for Armor: none, but impaling weapons do only one point of damthe WeaPak M@Y any magicald;.anage in full). age, and all others do half rolled damage + spell damage (1 any) For example, chugol of Pan Tang is attackedby a zombie. He Skills: no others. is axmed with a large club on which he has cast Hell's Hammer Magic Points to Summon: 1 POW + 20 MP
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M o r e than
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fifty new spells, foMr L a w f d spells reprinted from
of Fools,
and
save for the
spell table summarizing all pMblished spells, rare and powerful spells derived from the a
(Jfvcantations,
ULGSBOOK COmmGnTS, restrictions, extensions, spot rules, and so on apply to these new spells without exception. Players should always check with their gamemasters before allocating any spells to their adventurers during generation. Some spells herein may not be generally available for characters to learn.
Hold, Terror, Understanding, Void from Chardros, Weakness from Mabelode.
LAWFUL S P E L L S IN THIS CHAPTER Contribute to Truth, Diminish Demon, Lawful Sleep, Law’s Disdain, Morality, Reflection of Law, Resolve of Iron,Tariff of Law, Truth of Love, Will of Theril.
CHAOTIC SPELL5 IN THIS CHAPTER Affliction, Agony, Animal Friendship, Babble, Banish Tumult, Beckoning Earth, Befoul, Blessings from Arioch, Breath of Death, Candle Stripling, Captive Slumber, Chaos Gate, Clumsiness from Xiombarg, Deftness of Cran Liret, Dreams of Poisonous Love, Ebon Tomb, Fatigue, Frailty from Hionhum, Grome’s Grasp, Guide Air, Guide Earth, Guide Fire, Guide Water, Guile of Cran Liret, Healing Trance, Ignorance from Slortar, Itch, Kakatal’s Clasp, Lassa’s Embrace, Lethargy from Vezhan, Liken Person, Liken Substance, Mabelode’s Shield, Obscure, Portent, Quick Healing, Render Blank, Rolling Brilliance, Sailing to the Spheres, Scry, Sharing Hell, Shatter, Straasha’s
AFFLICTION (4)- Rangeistouch.Chaotic.Thisiscast on any weapon. Damage done by an ensorceled weapon leaves festering wounds that heal slowly, 1D2-1 hit points per week. Any exertion by the victim before the wounds heal completely causes these wounds to re-open, resulting in a further 1D8 hit points of damage. If Heal is cast on such a wound, the caster must first receive a successful POW:POW Resistance Table roll or the spell has no effect and the magic points are lost. For convenience, use POW 16 as the passive value. The Physik skill has no effect on this spell. The Suture ability acts normally.
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AGONY (2) - Range is sight. Chaotic. With a successful POW:POW Resistance Table roll, the spell causes a sharp, stabbing pain in the target’s head that disorients him or her and makes it impossible to cast magic, or to attack or parry, leaving the victim unable to do much else than groan and roll on the ground. With a successful D 100roll of CON x5, the victim can try to fight off the effects of the spell with a successful MP:MP Resistance match in the next round. Undo Magic cancels this spell.
thaf has always
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ANIMAL FRIENDSHIP (3) Range is touch. Chaotic. Forms abondof trust betweenthe caster and one animal of his or her choice. The animal quickly leams simple commands Concerning places it visits with the caster, and the people that they meet together. The caster must know the spell Summon Beast-Lord / Plant-Lord, as well as the name of the Beast-Lord who governs the animal. The animal must be present at the casting. A sorcerer may have only one animal friend at a time. Caster and animal may be separated by long distances and days or weeks of time, but become uneasy and irritable as the time apart lengthens. In crowds, each unerringly fmds the other. This spell endures so long as good will and good treatment endures, until this spell is cast on another animal, or until death severs the relationship.
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BABBLE (1) Range is sight. Chaotic. For its duration, the spell, causes the target to spout gibberish whenever speaking, yet remain convinced that his or her speech is perfectly normal. Caster needs a M P : Resistance ~ Table roll for the spell to take effect.
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BANI S H TUMU LT (20) The radius of effect is lo00 yards around a specified point. Chaotic. Sorcerer causes activity in any one of the four elements to diminish to a quiescent state-in the immediate area; a storm dies, a tidal wave turns to placid sea, a raging fire is quenched, and so on. Caster needs a Dl00 roll of pow x4 or less for a successful cast. Failing, the magic points are lost. A result of 00 always fails, and this result always angers the pertinent Elemental Ruler, who appears for a moment to warn of reprisals to come. The effect lasts for 1D8 hours. The sorce~ermust know all four elemental pathway spells, but none need to be cast. BECKONING EARTH (10) -Range is sight. Chaotic. Grome hates undead because they rob him of his just due; this spell tricks him into doing the work of Chaos, but it is work he wishes to have done. It affects only mummies, skeletons, zombies, or other things once dead that have been raised from burial. Cracks form in the ground underneath the affected undead, then the earth opens and swallows every one of them within fifty yards of a specified point. Adventurers being grappled by such things are also swallowed. Those in proximity to such undead need DEX checks at the gamemaster’s discretion. The spell splinters intervening floom, foundations, etc., as Grome needs. When its effect is complete, the spell concludes. The sorcem must know the pathway spell for m e , but needs not cast it. At the gamemaster’s option, call for Dl00 roll. If 00 results, Grome resents the perceived canmand, and delivers a threat or calls for a quest in compensation. BEFOUL (1) Range is touch. Chaotic. Caster imbues pots of food, bottles of drink, small pools and ponds, etc., with the taint of Chaos. This stuff is too foul and
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bitter to enjoy, though it sustains life for a while. Those of Law or the Balance lose a hit point and add one Chaos point each day that they eat or drink of this spell. The spell endures for 1D8 days. BLESSINGS FROM ARIOCH (1-3) -Range is touch. Chaotic. For each magic point spent, the spell temporarily decreases the effect of the APP characteristic by three points. Decreasing APP decreases the Charisma roll. If the target is unwilling, match m:mon the Resistance Table to determine the spell’s success. A decrease of APP to zero provokes disgust in every beholder. If decreasing UPby nine points, the target’s player also rolls D100. On a result of 00 the Lords of Chaos laugh, and make the change permanent. After that the spell does not affect that target, nor may he or she cast it. In recompense, the victim gets three points to add to characteristics other than MP. If of equal or greater magic points, thii spell and Visage of Arioch can cancel each other. If of greater magic points, the survivor spell takes full effect. BREATH OF DEATH (6) Range is touch. Chaotic. The spell suffocates the target who, for the duration of the spell, feels as if drowning. The caster must first overcome the target, m:mon the Resistance Table. Beginning at CON x6, the target must make a DlOO suffocation roll each round as per the spot rules for drowning. This spell is rarely known by others than deranged sailors and cultists of the Whisperer. Undo Magic can cancel Breath of Death. CANDLE STRIPLING (1) Range is touch. Chaotic. The caster is able to appraise the possible worth of children and youths younger than 15 years. The spell shows that only one in ten will possibly be important as an adult, and of those life shows that only one in ten more actually accomplishes something. Nonetheless, if the caster has befriended the right youngsters, they will return favors when they can. Over decades, the caster may become influential in a town or district without doing much. At some point, though, the caster notices that no youngster is shown to be even potentially important, nor does he or she ever see another of whom the spell marks as special. This result is a prophetic shadow of the doom of the world, in which all must die.
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CAPTIVE SLUMBER (3) Range is sight. Chaotic. Causes someone to fall into a deep sleep for sixty minus the target’s CON in minutes. The caster first must overcome the target’s magic points with his own on the Resistance Table. The victim is unaware of what occurs while asleep under this spell. If the victim is to be amenable to simple non-threatening commands (such as that he or she walk from point to point, remain quiet, or climb steps), then the caster must also successfully match POW:POWon the Resistance Table. At each command, allow
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the sleeper a chance of INT x2 or less to awake. The victim will not speak or respond to questions, or act against his or her interests. Only the caster may command the victim.
2 subtracts six points from DEX and twelve percentiles from Dodge for the duration of the spell. Decreasing DEX also temporarily affects the Dexterity Roll, and could also affect the character’s ability to wield a weapon (see minimum STR/DEX for each weapon). If DEX falls to zero, the victim is unable to accomplish any physical task without also receiving a successful Luck roll. If the victim is unwilling, the caster compares MP’S on the Resistance Table to determine the spell’s success. If the sorcerer requests the maximum decrease of nine points,the target’s player rolls a D100. On a result of 00,the h d s of Entropy have played a cruel joke and made the change permanent. After that, this spell does not affect that adventurer, nor may he or she cast it. In recompense, the player may add three points to characteristics other than DEX, in any combination. If of equal magic points, this spell and Suppleness of Xiombarg can cancel each other. If of greater magic points, the survivor spell takes full effect.
CHAOS GATE (16 + 1POW)- Range is touch. Chaotic.
This powerful and complex spell tears open the fabric between the Million Spheres. The caster must first meditate to gain a clear mind, then inscribe runic descriptions of the Young Kingdoms plane and of the plane he or she desires to visit. This requires a successful Scribe roll. Caster then draws the eight-pointed sign of Chaos and inscribes a rune at each of the points. In the center caster writes the true name or symbol of the plane to be contacted. This process requires a second Scribe roll. Lengthy incantations must then be precisely spoken, requiring an Oratory roll. If the procedure succeeds, a dim passage opens to the plane of the caster’s choice. Should caster fail one roll, the gamemaster rolls on the Demon Summoning Fumble Table. The whole procedure takes 1D8+8hours to complete. In addition to spending two magic points per rune, caster must spend 1 POW for each additional day the gate is to remain open. Anyone or anything can use this way while it remains open, except that the maximum Power of the gate’s user must be less than pow 25 while the Barrier of Law remains. With thisspell, a sorcerer could try to gain the assistance of beings from other spheres, like the Lizard Men of Pio. The sorcerer might leam about other entitiesthrough the use of the Million Spheres skill or from a grimoire. This spell does not summon these beings, nor are they compelled to assist the sorcerer. How they can be persuaded must be solved during play. Spells native to one plane may worknormally, differently, or not at all on other planes. The sorcerer must experiment in order to know.
CONTRIBUTE TO TRUTH (1) - Range is sight. Lawful. The caster overcomes the target by receiving a successful POW:POW Resistance Table roll. With a successful cast, the ta%et feels he or she must tell the truth in response to a question, or else must look away and remain silent. The target has no sense that he or she can mislead or tell an outright lie unless the spell accompanying that question has failed. If the target answers, he or she tries to answer as fully as the question demands, but never more than a few sentences. Follow-up or new questions require new casts of the spell and the sacrifice of another magic point for each. DEFTNESS OF CRAN LI RET (1-4) - Range is touch. Chaotic. For each magic point cast, the spell increases by 20 percentiles the effect of the crafi Sleight of Hand, conceal Object, or Pick Lock The casterchooses which. The effect lasts for the caster’s pow in m b a t rounds.
CLUMIINEII FROM XIOMBARG (1-3)-Rangeis touch. Chaotic. Reduces the characteristic DEX by three points for each magic point spent, and decreases Dodge by six percentiles per point. Thus Clumsiness from Xiombarg
DIMINISH DEMON (3) - Range is ten yards. Lawful. Only allies of Law may know or cast this spell. When cast at a demon, the glory of Law makes useless a random ability of the demon, for the caster’s POW in combat rounds. Caster also must succeed in a POW:POW Resistance Table roll, using the demon’s POWas the passive value.
even the L o r d s of CI-Ielnibonh, most godlike and intelligent of mor-
DREAMS OF POISONOUS LOVE (all magic points)
tals, only learned how to manipulate
- Range is self. Chaotic. This spell induces in the caster a
the elements in ritueJ, invocation,
week-long trance filled with debased images and dark experiences. These dreams come from Chaos, They expose the soul of the caster to complete decadence, such as the Lords of Chaos know. At the end of the week, the victim rouses.He or she is tired, dirty,withdrawn, self-absorbed.With asuccessfulLuckroll,add one point of Million Spheres to his or her skills. Ever after, he or she longs to cast the spell again. The caster is dissatisfied with the simplicity of reality, and craves subtlety and entanglement. For each week that passes, the victim needs a DlOO roll of POW x4 or less not
and spell, but hever understood wkf tLv manipulated - that i s where t L L o r d s of tLe Higher W o r l d s score, whatever their differ::;
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GROME’S GRASP (4) - Range is touch. Chaotic. Theleb K’aama cast this spell to escape Myshella’s Noose of Flesh. Dirt and rock literally engulfs the target and drags him or her below the surface. (Only dirt or rock can absorb a person or object, not refined metal.) The target can breathe normally and can hide underground for the duration of the spell, but cannot move. Restored to the surface, the target is within a hundred yards or so of the original location. If the target is unwilling, the caster must make a successfulMP:MP match on the ResistanceTable before this spell takes effect; on a roll of 00,Grome resents this magic and vows vengeance upon the caster. The spell endures for the caster’s POW in combat rounds.
to cast the spell in a particular month. Each time the spell is cast, add another point of Million Spheres. When the skill of Million Spheres equals or exceeds the caster’s CON, casting Dream of Poisonous Love costs the caster 1CON as well as all magic points. When the victim is drained of CON at last, he or she dies, and Chaos claims the soul regardless of allegiance.
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E BON TOMB (varies) Range is touch. Chaotic. The living target is transformed into a smooth, black, basalt statue. Servants can perform the elaborate and (to the target) torturous alchemical preparations preliminary to the spell. These last seven days and seven nights. The caster then must match POW:POWwith the target on the Resistance Table and be the victor. (Failing, the target dies quickly and peacefully.) Then the sorcerer expends magic points equal to half the target’s POW (round fractions up). The victim begins a slow and excruciatingly painful transformation from midnight of the seventh day until daybreak, when he or she has become a solid stone statue, frozen in agony. The petrified victim does not eat, sleep, or drink and cannot age or die. Damage done to the statuelcharacterdoes not heal. If the statue is destroyed, the victim dies. Though petrified and sightless, victims can speak (and hear, so that they can be taunted). The continuing pain and their desperation maddens most of them. They do little other thanto scream,or listen to the shrieksaroundthem, or hear the uncaring wind. Ways doubtless exist to restore undamaged statues to life, but thae ways are unknown.
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CU I DE AI R (4) Range is sight. Chaotic. So long as a breeze or wind is blowing, the caster may shift in any direction a portion of those winds, as if they were a single sylph. The speed of the wind may not increase. The front surface of the wind may not exceed in square yards the caster’s magic points just More the spell was cast. At 16 square yards and given a steady wind, this amount of air could propel a small sailboat. The caster must know the pathway spell Wings of Lassa, but need not cast it. This spell lasts for the caster’s POW in combat rounds. GUIDE EARTH (4) - Range is sight. Chaotic. The caster has the ability to raise a volume of soil or rock equal in cubic yards to his or her magic points just before casting the spell. This earth can move in any direction across the surface of the land, at speeds of up to MOV 8, and take whatever compact form the caster desires. At sixteen cubic yards and at MOV 8, such earth could do 1D6 damage to a target. The caster must know the pathway spell Gift of Grome, but need not cast it. This spell lasts for the caster’s POW in combat rounds.
FATIGUE (1) - Range is sight. Chaotic. Caster causes the target to feel overwhelmingly tired, and the target’s chance to fumble is doubled. Also, reduce from x5 to x2 the normal Charisma, Dexterity, Idea, and Luck roll factors. If the target manages to rest (no fighting, no moving, no magic cast) for 1D8 combat rounds, then the spell’s effect ends. Otherwise the spell’s duration is standard.
CUI DE FIRE (4) - Range is sight. Chaotic. So long as the fire has something to burn, the caster has the ability to direct all or part of an existing fire as though it were a single salamander. In square yards, the directable portion of a fire may not exceed the sorcerer’s magic points before the spell was cast. This is a natural fire, and does normal fire damage. The caster must know the pathway spell Flames of Kakatal, but need not cast it. This spell lasts for the caster’s POW in combat rounds.
FRAILTY FROM HIONHURN (1-3) - Range is touch. Chaotic. Decreases effective CON by three points per magic point cast for the duration of the spell. Decreasing CON also temporarily decreases hit points for the duration and makes the target more susceptible to poisons, diseases, etc. If the target is unwilling, caster makes an MP:MP Resistance Table roll to determine the effect of the spell. A decrease in CON to zero renders the victim unable to move until the spell ends.
If the adventurer asks the maximum decrease of nine points, the target’s player also rolls a D100. On a result of 00, the Lords of Chaos have played a trick and made the deficit permanent. In compensation the target’s player may add three points to characteristicsother than CON. After that, Frailty from Hionhum does not affect that victim, nor may a victim of it cast it. If of equal magic points, this spell and Homs of Hionhum can cancel each other. If of greater magic points, the survivor spell takes full effect.
CUI DE WATER (4) - Range is sight. Chaotic. The caster may divert a portion of an existing body of water, and cause it to move across itself, across land or water, up hill or down, for the caster’s POW in combat rounds as if it were a single undine. In cubic yards, the directable portion of the waters may not exceed the sorcerer’s magic points before the spell was cast. The water moves at up to MOV 8, in whatever compact shape the caster dictates. At that speed, 16 cubic yards could do 1D6 damage.
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The caster must know the pathway spell Bounty of Straasha, but need not cast it. This spell lasts for the caster’s POW in combat rounds. GUILE OF CRAN LlRET(1-4)-Rangeistouch.Chaotic. Per magic point spent, adds 20 percentiles to the skill of Fast ’Pdlk for the caster’s POW in combat rounds. Once the spell ends, the victim is allowed the usual Idea roll to come to his or her senses.
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H EALlNC TRANCE (varies) Range is touch. Chaotic. The target must be willing. He or she falls into a deep trance that cannot end until the spell has run its course. Visions appear and fade away, but none can quite be remembered. Roll 1D8 for the spell’s duration in days: each day adds 1 hit point to the target’s total, and each day subtracts two magic points from the caster’s total. The target wakes when the spell concludes. If the caster drops to zero magic points before the spell is over, Healing Trance breaks. The sleeper wakes then, retaining all hit points gained in the interim but with 1 CON lost permanently. The spell may be cast only once per episode of injury or wound. It does not cure diseases, act as an antidote to poisons, defeat other magics, or erase the lasting effects of major wounds. It is incompatible with Healing, Quick Healing, or Suture. IGNORANCE FROM SLORTAR (1-3) - Range is touch. Chaotic. The spell temporarily reduces the effect of the characteristic INT by three per magic point spent. Decreasing INT would also temporarily decrease the Idea roll, as well as the number of spells memorized. Thus, lowering INT from 18 to 12 would reduce the number of spells memorized to 12.(It is impossible to cast magic while less than INT 16,of course.) If the target is unwilling, caster compres current MPS against the MPS of the target to determine success. A decrease in INTto zero leaves the victim a babbling idiot for the duration of the spell. If the sorcerer requests the maximum decrease of nine points, the target’s player rolls D100.On a result of 00, the Lords of Chaos have played a trick and made the change permanent. In recompense, the player may add three points to characteristics other than INT, in any combination. After that, this spell can no longer affect the adventurer, nor may he or she cast it. If of equal magic points, this spell and Wisdom of Slortar can cancel each other. If of greater magic points, the survivor spell takes full effect. ITCH (1) - Range is touch. Chaotic. The caster must first match MP:MP on the Resistance Table for the spell to take effect. Itch causes the target to itch and bum all over, as though bitten by dozens or hundreds of mosquitoes and fleas. A Dl00 roll of POW x2 or less lets the character take action in a round other than to scratch. Armor, submerging in water, Healing or other magic, etc., is of no consequence. Itch is all-powerful. The spell lasts for the caster’s POW in combat rounds.
A SORCERESS PREPARES TO INCANT
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S p e l l s round. Law’s Disdain concludes when the offending spell istruncated. LETHARGY FROM VEZHAN (1-3) Range is touch. Chaotic. For the duration of the spell, the caster decreases maximum movement by one MOV per magic point. If the target is unwilling, the sorcerer makes an MP:MP Resistance Table roll to determine success. The spell can be cast on another species, such as a horse. Lethargy from Vezhan does not affect Dexterity. If the caster asks the maximum decrease of three points, the target’s player also rolls D100. On a result of 00, the Lords of Entropy have played a cruel joke and made the deficit permanent. In recompense, the character may add threepoints to any characteristic, in any combination. After that, thii spell does not affect that adventurer, nor may he or she cast it. If of equal or greater magic points, this spell and Speed of Vezhan can cancel each other. If of greater magic points, the survivor spell takes full effect.
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KAKATAL‘S CLASP (4) Range is touch. Chaotic. In the proximity of any great fire,the target suddenly fmds himself or herself engulfed in flame, but without harm or discomfort. The target breathes normally, and can stay even withii an inferno for the duration of the spell. The fm must be natural, not magical, howeveq Kakatal cannot shield against magic. Unlike Grome’s Grasp, this spell allows the target to move about, and it is probably a good idea to flee the flames before the spell ends. The spell ended, the target is located wherever he or she has moved. If the target is unwilling, the caster must make a successful MP:MP match on the Resistance Table before this spell takes effect; on a roll of 00, Kakatal resents this magic and vows vengeance upon the caster. The spell endures for the caster’s POW in combat rounds.
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LASSA’S EMBRACE (4) Range is touch. Chaotic. The target suddenly fmds himself or herself lifted upwards by a great wind, and suspended thousands of yards above the land or sea, but without harm. The target breathes normally, and experiences no discomfort, except the terror of being suspended without visible support. The spell ended, the target is returned to wherever he or she has before the spell took effect. If the target is unwilling, the caster must make a successful W:MPmatch on the Resistance Table before this spell takes effecq on a roll of 00, Lassa resents this magic and vows vengeance upon the caster. The spell endures for the caster’s POW in combat rounds. LAWFUL S L E E P (1) - Range is sight. Lawfd. Concentrating upon an image symbolic of Law, the caster attempts to force the target to fall asleep immediately. The sleep lasts for ~O-CONminutes. The target can resist the spell with a DlOO roll of CON x3 or less. If the spell is resisted, it may not be recast on that target for 24 hours. During sleep, those with Law as their highest allegiance experience dreams of hopeful perfection and glory. Those with Balance as highest allegiance have threatening dreams that cause them to sweat and murmur piteously. ”be with Chaos as highest satam honibly, plead endlessly, and awake bewildered and unable to act during that combat d.
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LAWS D I S DAIN (1) Range is touch. Lawful. Only allies of Law can know or cast this spell. With a successful MP:MP Resistance Table roll, Law’s Disdain cuts the duration of the next spell cast at the target to one combat
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L I K E N PERSON (4) Range is touch. Chaotic. This spell allows the target to copy exactly another pemon’s appearance. The target’s face shifts and moves like putty, hair lengthens or shortens and changes color, etc., and apparent Size also changes to suit the disguise. The caster’s spells, skills, etc., remain the same, as does his or her actual size, hit points, etc. If the target is touched by another person, the false likening shimmers and disappears. Duration is the caster’s POW in minutes.
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LIKEN SUBSTANCE (4) Range is touch. Chaotic. The appearance of an inanimate object magically changes from its actual appearance. A section of wall can be made to appear like a door, a book can become a box, coins appear as gems. The item is still the same to touch, carry, taste, etc. The rc!zive Size of the object remains unchanged, so the possible changes that are believable are limited. Duration is equal to POW in minutes, after which the item’s appearance returns to normal. Maximum SIZaffected by this spell is Size 18. MABELRODE’S SHIELD (8) -Range isself. Chaotic. Caster’s shield assumes the appearance of a shimmering black plane of force. The shield behaves extraordinarily in two ways: (1) the physical shield will not lose damage points while the spell is active, and (2)when the parry roll for the shield represents a critical or an impale, then the attacking weapon loses 2D8 hit points. The spell endures for the caster’s POW in combat rounds. MORALITY (4) - Range is touch. Lawful. The target must be willing to receive the spell. It envelopes the target in an aura of purity painful for those allied to Clhaos to look upon, nor may they even approach the target unless successfully matching the caster p0w:pow on the Resistance Table roll. A Chaos ally can attempt the roll once per round. This spell can only be known or cast by those allied to Law.
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OBSCURE (2) Range is touch. Chaotic. Garbles and mixes up written words so they are unreadable. A cast af-
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fects one map, one book, one wall full of graffiti, etc. To read the item, a second cast of Obscure negates the previous cast,and leaves the item as it was originally, whether or not the casters are the same. The effect lasts for 1D8 years. This spell will not work on runes.
ing, Suture, and Physik, but not with Healing Trance. A runic form of this spell may exist.
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REFLECTION OF LAW (9) Range is self. Lawful. Only allies of Law can know or cast this spell. This spell blocks magic otherwise affecting the sorcerer, mirrors it, and sends back the intruding magic to its caster. The reflection magic operates at full strength against its caster, who functions as target.
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PORTENT (3) Range is self. Chaotic. An omen is an occurrence believed to partend the fume, Caster learns whether a specific course of action augers good or ill. The caster describes the action or decision to which the omen will apply, then awaits the appearance of the omen, always before sunset of the same day.
However, each time a spell reflects back from Reflection of Law, the magic points powering it reduce by one. At no time does Reflection of Law work against spells powered by more magic points than it is. Reflection of Law endures for the caster's POW in combat rounds.During that time, it affects all spells, friendly or not, in the same fashion.
Specific information is not revealed. For example, Chugol casts Portent and asks if he should break into the Imperial Palace in Imnyr to find a certain tome. An hour later, he notices that water is seeping from a crack in a nearby clay bowl. Chugol interprets this event to be the omen, and decides that it means his plan will fail. The omen and its interpretation may be clear, confusing, or contradictory. A successful Idea roll can identify an omen. A successful Evaluate roll can clarify an omen's meaning, though often incompletely.
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RENDER BLANK (2) Range is touch. Chaotic. Caster magically erases or restoresone architectural inscription, basrelief, frieze, or similar work, if it is in stone or metal. Duration of a restored inscriptionis permanent. RESOLVE OF I RON (3) -Range is touch. Lawful. Target has precedence for a W:MP check on the Resistance Table whenever a spell is cast in his or her direction; if this resistance roll succeeds, then the offending spell is aborted, but the caster of the offending spell loses no magic points and
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QUICK HEALING (4) Range is touch. Chaotic. Sorcerer magically converts 1D2 POW from target into 2D8 hit points. Hit points in excess of maximum are lost. Quick Healing works once per wound. It is compatible with Heal-
S P E L L S CATEGORIZED
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This list indudes all rulesbook spells. The rulesbook spells are italicized. SPELLS OF WAR: Affliction (4), Breath of Death (6). Hell's Hell's Hammer (14), Armor ( 7 4 , Hell's Bulwark (l+ Hell's Razor (14), Hell's Sharp Flame ( 7 4 , Hell's Talons (1-4), Mabelode's Shield (S), Resolve of Iron (9),Sharing Hell (14). SPELLS OF DOING: Animal Friendship (3),Befoul (l), Bonds Unbreakable(3), Breath of Life (7), BuzzardEyes (7), Captive Slumber (3),Contribute to Truth (l),Death's Ebon Tomb Embrace(3).Demon's Ear (7), Demon's Eye (I), (varies), Heal (2), Healing Trance (varies), Lawful Sleep (1-4),Liken Person (4), Liken Shape (4), Liken Substance (4), Make fast (I), Make Whole (4), Midnight (l), Moonrise (7), Morality (4). Obscure (2), Quick Healing (4), Rat Vision (7), Render Blank (2), Rolling Brilliance (6), Shatter (3), Understanding (1). SPELLS OF BEING: Agony (2), Babble (1).Fatigue (l), Futy (7), Itch (l),Muddle (I), Terror (l),Will of Theril (4). SPELLS OF THE UNSEEN WORLD: Brazier of Power (4), Candle Stripling (I), Chain dBeing (4), Chaos Gate (16+ 1 POW), Chaos Warp (#),Curse of Chaos (4), Diminish Demon (3),Dreams of Poisonous Love (all MP), field of Law (#), four-in-One (2-8), Law's Disdain (1).Membrane of Law (3), Pox (7). Portent (3),Reflection of Law (9). Refutation ( 7 4 , Sailing to the Spheres (15),Scry (4), Summon BVPL (5), Summon Demon (7), Summon Elemental( l ) , Tariff of Law (4), Truth of Love (3),Undo Magic ( 7 4 , Ward (3), Witch Sight (3).
SPELLS OF THE CHARACTERISTICS: Blessings from Arioch (1-3),Clumsiness from Xiombarg (1-3),Frailty from Hionhurn (1-3). Noms of Hionhum (7-3), Ignorance from Slortar (1-3).Lethargy from Vezhan (1-3),Plasticity of Balo (7-3), Sinew of Mabelode (7.3)' Soul of Chardros (1-3), Speed of Vezhan (1-31, Suppleness of Xiombarg (1-3), Visage of Arioch (7-3),Void from Chardros (1-3), Weakness from Mabelode (1-3), Wisdom of Slortar (7-3). SPELLS OF THE ELEMENTS: Banish Tumult (10). Beckoning Earth (lo),Bounty of Sfraasha (4), Command Flame (5), Filter (2), Flames of Kakatal(4), Gift of Grome (4), Guide Air (4). Guide Earth (4). Guide Fire (4), Guide Water (4). Grome's Grasp (4), Kakatal's Clasp (4), Lassa's Embrace (4), Straasha's Hold (4). Wings of Lassa (4). SPELLS OF AUGMENTATION: Cloak of Cran Liret (74), Deftness of Cran Liret (14),Guile of Cran Liret (14).Span of Cran Liret (1-4), Sureness of Cran Liret (1-4), Tread of Cran Liret (7-4). SPELLS OF THE NECROMANTIC: Animate Limb (2), Animate Skeleton (e), Army of the Dead (varies), Chardros Eternal Gift (POW in MPs), Create Abomination (l),Entropy (lo),Exorcism (lo), Lure Spirit/Ghost (10 + 1 POW), Necrology (3),Possession (10).Raise Mummy (1).Raise Zombie (l),Speak with the Dead (2). Spellbind (6). Spirit Barrier (5). Spirit Bind (E), Stench of the Grave (4). Summon Ghoul (3 + 1 POW). SPELLS OF THE SOUL: Accumulate Allegiance (3). False Soul (varies), Soul Transfer (S), Spirit Vessel (1DE +3 POW).
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may try again next combat round Resolve of Iron endures for the caster’s pow in combat rounds. ROLLING BRI LLIANCE (6)
- Range is sight. Chaotic.
C a w s a shimmering cloud of silvery-blue points to roll
and chum across the landscape. It moves at the pace of a walk, in a single indicated direction. The cloud conceals everything within it, and blocks vision beyond it. It is approximately a hundred yards a m , big enough to shield the advance or retreat of a regiment. The spell endures for 1D8 minutes. SAILING TO THE SPHERES (15) Range is personal. Chaotic. Caster sends his or her spirit to a chosen plane, including the realms of Chaos. The caster enjoys a days-long vision, crossing gulfs of night littered by stars, and plumbing bottomless reaches haunted by horrible and wonderful entities and dreams. Only allies of Chaos may reach the home of the Lords of Entropy, as may only allies of Law ascend to the Lands of Perfection. The caster’s body remains behind in a coma, unable to act. The sorcerer is aware of his or her physical body, and monitors injury or illness, hunger, thirst, being moved, and so on. He or she must journey home before being able to do anything with the body, including casting magic from it. On the chosen plane, the sorcerer manifests as a solid being typical to the plane. However, caster cannot physically affect the surrounding world, nor is he or she affected by it. Objects cannot be picked up, weapons have no affect, and the sorcerer can walk through walls. While on another plane, treat the caster as a spirit without capacity for Resistance Table or physical attack. He or she can cast magic, though particular spells may not work, or may work differently. Magic points regenerate normally. Attacking spells have no effect with the exception of those spells that affect the spirit (powor m).It is not possible to Sail to the Spheres on one’s own plane. SCRY (4) - Range is self. Chaotic. For the duration, caster observes events anywhere in the Young Kingdoms. The caster looks into a clear surface, such as a still pond, a mirror, a lens, or a crystal ball. The future or past cannot be viewed, nor can other planes. Events occur in real time, for a maximum of POW in minutes. The sorcerer must have some familiarity with either the place or person being spied upon. No sounds can be heard. Witch Sight can detect the presence of a Scry spell, and Undo Magic (4) can stymie it.
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SHARING HELL (1-3) - Range is touch. Chaotic. For every point of damage dealt t o the spell’s target, the attacker receives half. This includes damage caused by spell casting. The attacking player cannot parry or
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~ dodge this damage, but instead makes a M P : Resistance roll. If the roll is successful, the attacker does not receive the damage. Should the roll fail, divide the damage the attacker dealt in half and apply it to the attacking player (round fractions up). The effect lasts for the duration of the spell. Ignore non hit-point results.
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SHAlTER (3) Range is touch. Chaotic. This spell makes an object or surface brittle. It can be of the caster’s POW or less in square yards. The object or surface then needs only a kick, the thrust of a sword, a blow from a hammer, etc., for it to shatter into fragments and dust. If an area is thick, such as is the wall of a cave, then the portion that shatters is no more than a yard deep. Successive spells would dig more deeply. If an object (such as a shield) is in someone’s possession, the caster first must match his magic points against the possessor’s on the Resistance Table. This spell does not work on living or dead flesh, enchantments, demons, or demon-inhabited things. The effect of one or more Shatters can be repaired with the equivalent number of Make Whole spells. Undo Magic has no effect on Shatter. STRAASHA’S HOLD (4)
- Range is touch. Chaotic.
This spell works only when the target is in or on a body of water. As he or she desires, the target is buoyed on the waves or carried down beneath the waves by a great current, but without harm or discomfort. The target breathes normally, and can stay submerged for the duration of the spell. The spell ended, the target returns to the approximate location at which he or she began. If the target is unwilling, the caster must make a successful MP:MP match on the Resistance Table before thk spell takes effect; on a roll of 00,Straasha resents this magic and vows vengeance upon the caster. The spell endures for 1D8 minutes.
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TARIFF OF LAW (4) Range is self. Lawful. Only those who are allied with the cause of Law can cast this spell. Causes the next spell cast at the target to cost twice as many magic points as usual. The sorcerer whose spell is so-affected must be able to sacrifice the extra points or must fall unconscious, and hisfier spell has no effect. Duration is 1D3 hours. TERROR (1) - Range is touch. Chaotic. Target is first entitled to a POW:POW roll on the Resistance Table to fight off the spell. Failing that, overwhelming fear and doubt engulfs the victim. He or she must stand in hesitation, unable to attack or make ripostes for the caster’s POW in combat rounds. Parries can be made normally. Duration is the caster’s POW in combat rounds. However, each time the victim is attacked, he or she has a chance of INT xl or less to reclaim control, and fight off the effects of the spell. TRUTH OF LOVE (3) - Range is sight and hearing, to a maximum of 100 yards. Lawful. Only those with allegiance to Law can learn or cast this spell. Matching magic points against magic points on the Resistance Table, the
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COMBINED SPELL SUMMARY
causes target to spout gibberish while believing R to b;, normalspeech. within lo00 yards, one of the four elements is calmedto quiescencewith roll of POWx4 or less. causes the around to redaim comes that have risen.
Chain of Beina 14)
Chardros' EternalGift (varies) CreateAbomination(vaties) > CUWOf Chaos (4) I Deflness of Cran Umt (14) ~
$1 Guide Fire (4)
t:g .....: GuideWater (4) Heal(2) 8 Healina T m fvaries) HMS
Hell's HMS HMs HMS Hell'sTalons (1-4) Homsof Hionhum (1-3) Ignorancefrom Slortar (1-3) ' Itch(1) Kakatal's Claw 141 %
LethargyfmmVezh
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wols mole's MPs to summon a demon or elemental. M way forthose 00 POW M o r less
ly or to remains b n t caster changes into a semi-immortal liche. or dies at own hand. creates an animated being made of stone or metal. endows target with Chaotic quality and possibly Chaoticappearance. Sleiht of Hand, Conceal Object and Pick Lock skills, +20 percentiles per 1 MP. whisper to another who can be seen without aid. b& MP
caster steers naturalfire whose square yards equal current MP, at up to MOV 8 speed. casters steers a volume of water equal in cubic yards to current MP, at speeds to MOV 8. adds 1D3 hit points per wound. taraet heals for 1D8 davs. one ht mint m r dav. &ofarmor point amor to point damage point damage point damage 1 point damagewith naturalweapon per 1 MP. +3 CON per 1 MP. minus 3 INT per 1 MP. target itches and bums ail over;POW x2 or less to act in a round. tamet safelv stands in flame and can moveabout nomalhr. ta&tls lo& by a great wind. tarQetms asleep for WGON minutes: affects with successful MP:MP roll, next spell cad at target ends after one minus 1 MOV per 1 MP; MP:MP for success.
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ect or small area changes to a different appearance.
plantsghost or spirit inside target.
Morality(4) Muddle (1) Necrology(4) + ObWre (2) Plastidtyof Wd fl-3) Portent(3) Possession(varies) pox (1) Quick Heating (4) Raise Mummy (varies) Raise Zombie (varies) RatVision (1) Reflectionof Law (9) ~
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Sharing Hell (1-3) Shatter (3) ' Sinew of Mabelode(1-3) Soul of Chardros H-3) SpandCranLire;Ci SpbakWlththeDead Speed of Vezhan (1-3) Spellbind (8)
Spirit Barrier (5) Spirit Bind (8) Stenchof the Grave (4) Straasha's Hold(4) Summon Beast-Lordor Plant Lord Summon Demon(1)
* Tarin d Law (4) Terror(1) Tread of Crm Liret (14) Truth of Love (3) Understanding(1)
Visage of Arioch (1-3) Void from Chardros (1-3) Ward (3) Weakness from Mabelode(1-3) Will of Theril(4)
ks an inanimate thing of moderate SIZ. impenetrablemembrane. an area of darkness. a floetinp globe of light. physicalaura &pure that itdiscomfortsallies of Chaos. disorientstarget, MPMP. disdoses the cause and events surroundinga victim's death. Garbleswritten words so they cannot be read. Obscure cancels itself. It lastsfor 1D8 years. adds w subtracts3 SR per 1 MI? causes self to be visited by an men. caster attempts to leave his or her own lowerstarget 106 MP, MPMP, converts102 POW into 2D8 ha points caster restores mummy to a kind of life; POW x4 or less roll required. caster raises corpse which follows simple commands; Luck roll needed. control rodent and see through its eyes. reflects magic back on caster. but strength of spell lowersarithmetically.
for every two points of damage to target, caster of other magic takes one. makes an object or surface brittle enoughto be kicked in. adds 3 STR per 1 MP. adds 3 POW Der 1 MP. mpskin+iopercentifesperi MP. tar obtainsI l m M communlcatlonwl adds 1 MOV per 1 MP. caster attacks POW:INT, and temporarily removes 1D8 INT per attaclc controls victim finally. magicalwall blocks passageof one spirit, ghost, or disembodieddemon. binds dying soul to object, location, or person. creates zone of charnel odor requiring CON rolls to remainin. target is buoyedor protected beneath the water. must be cast to summon a particularsuch entity. must be cast in order to summon a demon. 'must be cast in order to summon an eleman brings ghoul-spiritand installsin willing or unwil adds 3 O M per I MP. Climb skill +20 percentiles per 1 MP. next spell cast at target costs double magic points. P0W:POW Resistance roll to fight off magic, then unableto act without INTx l roll to breakspell. Move Quietly skill +20 percentiles per MP. reveal purpose of life to target, who is dazzled until Undo Magicerasesthe spell or it runs out. understands and speaks any unknown languagefor duration of spell. cancels per MP ~gony,Babble, WOUI, Bondsinbreakable, Bounty of Straasha, Breath of MUI, captive Slumber. Contribute to Truth, Fatigue, Flames of Kakatal, Fury, Gift of Grome, Grome's Grasp, Guide Air, Guide Earth, Guide Fire, Guide Water, Itch. Kakatal's Clasp, Lassa'sEmbrace, Lawful Sleep, Law's Disdain, Liken Person, LikenShape, LikenSubstance. Make Fast, Make Whole, Midnight, Moanrise, Morality, Muddle, Pox, Refutation, Shatter, Straasha's Hold, Tenor, Understanding,Wings of Lassa. Witch Sight. adds 3 APP per 1 MP. minus 3 POW per 1 MP. createsmagicalalarm. minus 3 STR per 1 MP. POWANT, then target dances for a time, erasing for another ten rounds. - anger mates air, a blastofwirkt. adds 3 INT per 1 MP. evaluatesmagicalentities and situati
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C i r i m o i r e the victim gets three point to add to characteristics other than Pow. If of equal or greater magic points, this spell and Soul of Chardros can cancel each other. If of greater magic points, the survivor spell takes full effect.
i;
::.
WEAKNESS FROM MABELRODE (1-3) - Rangeis touch. Chaotic. Reduces the effect of the characteristic rn by three per magic point cast, for the duration of the spell. If the target is unwilling, the sorcerer makes an m:m Resistance roll to determine success. This temporary decrease could also reduce the damage bonus temporarily, as well as affect the character's ability to wield a weapon (see minimum STR/DEX for each weapon). Loss of all Sm leaves the victim an invalid for the duration of the spell, unable to fight or defend, and able to cast a spell only with the aid of a successful Luck roll. If the adventurer requests the maximum decrease of nine points, the target of the spell rolls a D100. On a result of 00, the Lords of Entropy have played a cruel joke on the victim and made the change permanent. In recompense, the player may add threepoints to characteristics other than sm.After that, this spell will not affect the adventurer, nor may he or she cast it. If of equal or greater magic points, this spell and Sinew of Mabelrode can cancel each other. If of greater magic points, the survivor spell takes full effect.
caster causes the target to express or realize that which is dearest to him or her: a person, an animal, honor, decency, money, fighting, an allegiance, getting drunk, Law, Chaos, and so on. Once the person has expressed that love, he or she is unable to think of much else until Undo Magic or similar effects erases the compulsion, or until 3D3 days have passed. Adepts of Lady Theril are taught this spell.
-
UNDERSTANDING (1) Range is touch. Chaotic. The caster understands and speaks a language being spoken that he or she otherwise does not know, or knows poorly. The nominal skill level granted by the spell is 20%. This spell also cancels the effect of Babble in the listener's mind.
WI LL OF TH E R1 L (4) - Range is sight plus hearing; assume 100 yards maximum in open terrain. Lawful.The target must have at least m 1. Resolve the spell on the Resistance Table, pow of the caster against the target's INT. The spell cast, the caster sings a few lines of a song, or plays a few bars of music upon an instrument that can carry a melody. When the music begins, the target feels a sudden compulsion to dance and, if succumbing to the spell, dances beautifully for ten combat rounds. The dance ended, he or she feels calm, refieshed, and of even temper. Anger, hatred, lust, disdain, and similar passions disappear for another ten combat rounds. At the end of that interval all the components and expressions of the original personality return. This spell taps deep levels in perceptive targets, who remember a total joy of expression perfectly tempered by an absolute discipline of form and movement. Adepts of Lady Theril are taught this spell. Undo Magic can defeat it.
-
VOID FROM CHARDROS (1-3) Range is touch. Chaotic. For each magic point spent, the spell temporarily decreases pow by three points. If the target is unwilling, match MP:MP on the Resistance Table to determine the spell 'S success. Decreasing pow decreases the Luck roll. This spell does not decrease current magic points, but does affect the target's ability to cast spells-a 3-point cast of Void from Char&cs lower the target's POW from 20 to 11, and temporarily prevents target from casting spells. A decrease in POW to zero leaves the victim without will and zombie-like for the duration of the spell. If decreasing pow by nine points, the target's player also rolls D100. On a result of 00 the Lords of Chaos laugh, and make the change permanent. After that the spell does not affect that victim, nor may he or she cast it. In recompense,
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S i x t e e n n e w d e m o n r a c e s a n d four n e w individuals with
i1Iustrations, i ncl ud i n g a restatement of summoni n g p r o c e d u r e s a n d costs, as well as some useful rulesbook e r r a t a .
a
demon. Lesser demons have 3D8 w w Greater demons have 4D8 w w o r higher. >4. Pay the magic point cost for the demon’s abilities. That cost is usually three or ten magic points, or as indicated on the Roll Table. Only greater demons can have abilities higher than 100%.
RGGDS AR€ ?RGS€.I-)TGD with characteristic costs figured in D8s: this means that the costs always remain the same, but that individuals of a breed are likely to vary widely,
even if summoned one after the other. Tho sorts of demon statisticexist, for breeds and for individuals.Individuals do not vary in their statistics or in their total magic points to summon. Breed mtktiics m o t be decreased,but MOV,C h c k r k t i i c s , Almost any sort of demon abilities, or skills can be in&. can be summoned,given the magic points to do the job. Some demonsarebenersuitedto certain jobs than others ate, and so represent better starting places. Statistics for individual demons may not be augmented or changed in any way, and so a particular demon always costs the same number of magic points to summon.
)5.
Pay the magic point cost for the demon’s skills. That
cost is uniformly one magic point per ten percentiles of a skill. Only greater demons can have a skill higher than 100%. Two skills, Own Plane 15% and Summoner’s . free, and every demon hase them. Language 1 ~ ~ 2 %are
>5. If the demon is to be bound, and not negotiated with, the caster must also sacrifice a point of w w If the demon is to be eternally bound, the sacrifice rises to ~ 0 ~ 3 .
)6. No summoning automatically succeeds. Every summoning requires a Luck roll. Results of 99,00 are failures. No demon appears. All of the time, magic points, and Power invested are lost.
RULEIBOOK ERRATA FOR DEMONS )Correct magic point costs are bal’boost 83,dhzutine 35, hoojgnurp 46, passing 40. sentinel 44, servant 20.
P ROCE DURE and ifs bovine nosfrils [were] dis-
>l Pay . one magic point for casting Summon Demon.
fendecl.
>2. Pay for MOV, one magic point per D8 of MOV. Often maximums for m ova re given in the demon writeups. If unstated, adopt 1/2 DEX as the maximurn. All else failing, the working maximum is always MOV 14. Burrow, fly, and swim cost the same as walklrun, and are equivalent in speed, distance, carrying ability, and so on.
T h e horned head swap4
t.L short. neck and fhe long feefh gleamed in the darkness. 11 reached on
out. scaly claws and began fo lumber fowards fhe Prince of Ruins.
>3. Pay for D8s of characteristics, one magic point per D8.
-The Vanishing Tower 1,6.
This number indudes the 8D8 that represent the minimum allocation for any demon. More D8s can be added, but there must be at least eight characteristics points to a
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>Correct
~ 0 1 6are bal'boost 2D8 max 10, dhzutine 1D8, hoojgnurp 2D8 max 10, passing okay, sentinel 208 max 10, servant 1D8. >The servant demon's Powshould be 3D8.
Fat, segmented, and larvae-like, each braakh i s about a yard long, with dark brown hide and a smoother bluish belly. I t creates legs or pincered arms when it needs them, then reabsorbs them when fmished with them. A leech-like sucker occupies part of its face. The sucker holds prey fast, while a d j a c e n t needle-sharp teeth rimming its mouth kills and rends the prey. The demon U often uses this sucker to dangle BRAAKH from ceilings and branches, safely out of reach, whereupon it holds philosophical discussions with neighboring braakh. A braakh has a natural ability to blend its color and pattern to a particular background, like an octopus or chameleon (lower Search skills against it by 30 percentiles). This breed is physically weak and slow. Its three eyes always bear expressions of curiosity. Braakh are typically summoned for their abilities to answer questions. AVERAGE BRAAKH, lesser demon, non-humanold, worm-like dreracterlsbics STR
rdls
1D8 CON 2D8 SIZ 1D8 INT 1D8 POW 3D8 DEX 208 MOV 1D8 crawl. max. 6
BLOOD BEETLE
SVeregeJ
4-5 9 4-5 4-5 13-14 9
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Av. HP 7
have vile temperaments and are not to be trusted. Most Chi’haar’o are too strong to safely bind. This breed’s usual price for coopemtion is one or more human sacrifices. It consumes them with dour glee while insulting the summoner in every way it can imagine, a process taking hours. A member of this breed may bargain with a new summoner to find and kill a previous master who has wronged it.
Av. Damage Bonus: -1DE. Abilities: Bite at 30%, 104 damage. Drain Intellect, POWINT roll per round, drains and absorbs ten percentiles of certain skills for its own use. Knowledge, INT ~ 3 % chance to answer questions Skills: Climb 60%, Move Quietly 30%, Own Plane 15%, Summoner’s Language INT ~ 2 % . Need: contemplate universe and its role in it, at length and out loud. Magic Points to Summon: 44.
AVERAGE CHI’HAAR’O, greater demon, humanoid, assassin.
Blood BeeFle A bit more than a yard long, the blood beetle is both insectoid and humanoid. It is crimson on its back, and pinkish underneath. Each has a unique and ornate cream-colored pattern on its back. Its pincered legs are rather like a crab’s. The blood beetle can scuttle swiftly on its legs, or rise up on its back legs, to free front legs and pincers for manipulation. These thiigs are favorites of torturers, for they instinctively savor the subtleties of expression that pain compels. Their dextrous, razor-sharp pincers make excellent work-tools. With such an aide, the torturer can murmur in the victim’s ear and concentrate upon the intemogation, leaving physiological motivation to the demon aide. If a mistake proves fatal, the blood beetle obligingly gobbles up the remains.
Cherecterisucs rdls averages STR 5D8 22-23 CON 5D8 22-23 SIZ 4D8 18 INT 408 18 POW 4D8 18 DEX 4D8 18 MOV 2D8 run, max 10 Av. HP 20
Av. Damage Bonus: +1D8. Abilities: Demon Dagger, at 110%, lD4+2+db+l D8 damage. S w l Track, follow particular soul, general direction automatic, POW ~ 2 % to pin-point at 100 yards. Skills: Dodge 40%, Intimidate 40%, Usten 50%, Move Quietly 60%, Own Plane 15%. Summoner’s Language INT x2%, Track 40%. Need: kill and devour an innocent each day. Magic Points to Summon: 73.
d’Akaal
AVERAGE BLOOD BEETLE, lesser demon, insectold, torturer. draracterisucp
NYnS
STR CON SIZ IN1
2D8
Pow
308 408
This small demon likes to perch on high places. The d’akaal has beady black eyes and featherless skin that ranges from greenish yellow to mud brown; scabs taint the surface. Tentacles grow where wings might be expected. It can memorize books, complex events, conversations, and so on, as well as search out answers t o specific questions. The breed’s temperament is timid, often fearful.
aversgap 9 1914 4-5
308 1D8 2D8
DEX MOV lD8walk\fly 1D8 Av. HP 9
9 13-14 18
Av. Damage Bonus: -1W. Abilities: Claw, at 40%. 108+2 damage Sutum, heals 5 hit points, leaves scars Skills: Move Quietly 30%, Own Plane 15%, Summoner’s Language INT ~ 2 % . Need: savor fear in oth0rS.
Magk Points to Summon: 30.
DAKAAL
9
Ch% I aaro It is a tall humanoid, as strong as two men,with wet-black skin that drips a black ichor. Observed up close, it looks like a human whose flesh and organs have been partially flayed away. Chi’haar’o
AVERAGE D’AKAAL, lesser demon, humanoid, assistant characteristics STR CON
SIZ IN1 *
rolls 1D8 1D8 1D8 308 3D8
POW DEX 308 MOV 1D8 hop. max 7 Av. HP 4-5
.bwl CHI’HAARO
averages 4-5 4-5 4-5 13-14 13-14 13-14
Av. Damage Bonus: -1D8.
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Abilities: Knowledge, INT x3% chance to answer questions. Remember, automatic at 3 MP sacrifice Skills: Own Plane 15%. Scribe 30%, Summoner’s Language INT ~ 2 % . Need: whisper of potential dangers to sorcerer. Magic Points to Summon: 30.
Ghnssht. Tall and thin, its face is almost as beautiful as a MelnibonCan’s. The skin of the ghassht’s body i s blackened, pitted, and scarred, as though burned and charred by fire. Festering scabs ooze yellow puss. Tufts of CHASSHT singed hair grow sporadically. Ghassht always seem to eager to do the biddings of summoners, but they are demons, and will trick their masters when possible.
Qeu
AVERAGE KEJAAR, lesser demon, non-humanoid, sycophantic or perhaps just bored.
STR
CON SIZ INT Pow
DEX
rolls 2D8 2D8
2D8 3D8 3D8 308
characterisUcs
rdls
STR
1D8 3D0 2D8 3D8 3D0 3D8
CON
sIZ INT
AVERAGE GHASSHT, lesser demon, humanoid, cooperative chmwisucs
KEJAAR
POW
DEX
averages 9
averages 4-5
13-14 9
13-14 13-14 13-14
MOV 1DE. max 7 Av. HP 11
9 9
Av. Damage Bonus: zero. Abilities: Site, at 30%. 1D6 damage. Hear, CON ~ 5 %to hear distant sounds. Wings, automatic, fly at 50 mph. Skills: Dodge 30%, Fast Talk 40%, Hide 30%, Own Plane 15%, Summoner’s Language INT ~ 2 % . Need: eat raw fish or sweetmeats daily. Magic Points to Summon: 43.
13-14 13-14 13-14
MOV 1D8walk Av. HP 9 Av. Damage Bonus: zero. Ability: D m a t W b , automatic, for POW combat rounds. Skills: Listen 30%, Own Plane 15%,Summoner’s Language INT~ 2 % N& eat glass. Magk Points to Summon: 30.
A kir resembles a wingless grasshopper of roughly human size. The breed is highly intelligent, and easily performs complex commands. Melniboneans of taste prize these demons for the shifting, iridescent beauty of their blue, red, and green metallic integuments; poised upon long stilt legs, some glow at night like lanterns. Adventurers appreciate the healing goo such insectoids can exude from their mouths,(a dose is equivalent to an application of Physik). Its nimble front legs can repairor manufacturesimple objects, and it can follow plans for more complex items. Lacking wings, a kir travels long distances via Teleport.
A kejaar is a winged snake with multicolored scales and bulging eyes. Its surface colors varies with its emotional states. Docile and incurious, it makes an excellent if expensive pet. In Imrryr, many Melnibonhns wear kejaars wrapped around their necks or perched on shoulders. Frequently they train them to participate in exotic and obscene rituals. A kejaar eats a diet of honey and flies. Because the breed seems animal-like and unintelligent, a kejaar makes an excellent spy. The summoner can question his or her kejaar and receive honest if cryptic reports about conversations that the demon overhears.
AVERAGE KIR, lesser demon, insectoid, servant. charW&SUcs STR
CON
rolls
2D8 4D0
averages 9
18
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CON 4D8 SIZ 3D8 INT 2D8 POW 3D8 DEX 1D8 MOV 1D8 shamble, max4 Av. HP 16
18 13-14 9 13-14 4-5
Av. Damage Bonus: zero. Abilities: Acid Blood, automatic, 1D8 damage to weapons, Luck Roll or splatter damage. Chaos Spume, 40%. globe of Chaos transforms substance Exhale, automatic, create room-sized illusion for a viewpoint Fog, automatic, exudes stinking, obscuring fog 20 yards. Skills: Own Plane 15%. Summoner’s Language INT ~ 2 % . Need: consume 1D8 magic points daily. Magic Points to Summon: 27.
nomos
KI R SIZ 2D8 INT 3D8 POW 3D8 DEX 3D8 MOV 2D8 hop. max 10 Av. HP 13-14
Two varieties, the yoh nomos and the dai nomos, share g e n e r a l appearances. E a c h approximates the size, shape, and appearance of a human toddler, with pale, rubbery skin that sags and wrinkles as though too big YOH NOMOS for its frame. Eyes are milky white, as though sightless. The yoh nomos is dexterous and good with its hands, useful for carrying and fetching things, and for gathering items like herbs from cliffs and caves. The breed requires clear, short instructions. Aggressive and cunning, the dai nomos makes an ecoIlOmica1 guard or watchman.It follows instructions, but often incautiously and without regad for consequences. Like squabbling brothers, each sort of nomos dislikes the other, and should be kept apart.
9 1314 1314 1314
Av. Damage Bonus: -1D4 Abilities: Bite, at 30%, damage lD6 Manipulate, make or repair simple items at 40% Telepofl, carry cargo up to STR anywhere in Young Kingdoms. Skills: Climb 40%, Move Quietly 50%. Own Plane 15%, Search 60%, Summoner’s Language INT ~ 2 % . Need: mutter magical-soundingwords constantly Magic Points to Summon: 51.
K u d akka This shambling, disgusting blob of reddish-black flesh resembles the heart of some giant creature. Clusters of tubes growing from its top add to the organ-like appearance. A kuntakka emits a steady rhythmic thump, which * speeds up when excited: The KUNTAKKA breed can generate chaotic images of great ingenuity and aesthetic delight for the viewing, pleasure of its master. Sometimes the illusions cause ;a-dness. More practically, it is also prized for its defensive abilities.
YOH NOMOS, lesser demon, humanoid, stooge. characterisbcs STR CON SI2 INT
rdls 2DB 2D8 1D8 1D8 pow 308 DEX 3D8 MOV 1D8 shuffle,max 7
Av. HP 7
rdls 1D8
-
Av. Damaae Bonus: -1D4. Abilities: Leap, at 30% crosses 15 yards long, or 9 yards high. Lift, automatic, lift and carry STR x3. Skills: Own Plane 15%. Search 30%, Summoner’s Language INT ~ 2 %
AVERAGE KUNTAKKA, lesser demon, non-humanoid, fixture charactenisUcS STR
averages 9 9 4-5 4-5 13-14 13-14
averages 4-5
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G r i m o i r e breed make good scouts or watchmen, as well as useful assistants. AVERAGE OHMBATTA, lesser demon, humanoid navlgatorlguard cheract&tics STR
CON SIZ
INT POW DEX MOV 208 M, Av. HP 11
rdls
3D8 2D8 3D8 2D8 3D8 2D8 max 10
evereges
13 9
13 -14 9
13 -14 9
Av. Damage Bonus: +1D4. Ability: Heat Sight, automatic at 3 MP sacrifice. Demon Weapm, Tusk 50%. damage 1 W+2 Skiiis: Navigate 30%.Own Plane 15%, Summoner's Language INT ~ 2 % . Need: bum maps, manuscripts, and charts. Magic Points to Summon: 29.
Koop DAI NOMOS
Short, gray, with hog-like and peeling skin,the roop is naturally stupid, obstinant, and repulsive. The breed has spindly arms and legs, and a toad-like head with a wide mouth full of tiny, razor-sharp teeth. Its lidless eyes are large and lack intelligence. Though ugly and unimposing, this demon makes a dangerous foe since it has the Explode ability. It attacks by leaping at an opponent, wrestling him or her, then ROOP exploding. Having exploded, the demon returns to its plane unharmed, there to devour whatever parts of its victim it has managed to hold onto.The roop is eager, almost desperate to attack, since a successful attack unbinds it.
Need: whine piteously. Magic Pdnts to Summon: 23.
DAI NOMOS, LESSER DEMON, HUMANOID, AMBUSHER cherecteristics
rolls
2D8 CON 3D8 SIZ 1D8 INT 1D8 Pow 3D8 DEX 3D8 YOV 208 scuny, max 10 STR
Av.
evereges 9
13-14 4-5 4-5 13-14 13-14
HP 9
-1D4 Abilities: Empathy, automatic, at 3 MP sacrifice. Spray Venom, at 50%, spray 1D10 POT up to 5 yards. Skills: Dodge 30%, Own Plane 15%, Summoner's Language INT ~ 2 % . Need: drink fetid water. Magic Points to Summon: 27.
Av. D a w -8:
OhI&ab Hairless, a dull red in color, this humanoid demon develops blue, tattoelike depictions of places that it has visited. A dangerous retractable tusk grows in its chin, but its general fighting propensities are compromised by a cautious demeanor. The
AVERAGE ROOP, lesser demon, humanoid, beneath
contempt. cher&eriStiCs
SlR CON SI2 INT POW
rdls 408 508 208 108 308
evenrges
18 22-23 9
4-5
13-14
DEX 208 9 MOV2D8run,max11 Av. HP 16 Av. Damage Bonus: +1 D4. Abilities: Site, at 30%, 1W damage. Explode, Wrestle skill roll, next round lD10+106 damage.
OHMBATTA
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Leap, at 40%, 6 yadr hlgh or 10 yards kmg. Skills: Dodge a%, Hide 40%. Own Plane 15%. Summoner's Wrestle 50%. Langmge INT e%, Need: eat gatbage and waste. Magic Points to Summon: 48.
serves as a translator, its languages defined at the time of summoning. When its needs go m e t , the demon has an unsettling tendency to strangle the wearer on the spot: match the
Sklar The sklar is a small, hairless demon the sue of a monkey. A ridged head, wings, and other insectoid features sprout from a humanoid body. Skin color ranges from black t o light brown. A few rare greensklarhavebeen seen, Mandible clicks accompany speech. Like an imp, a sklar often perches on the shoulder of a sorcerer, whisperingadvice. A sklar often makes an excellent snoop or SKLAR researcher. Unfortunately, most insiit on vicious pranks such as slashing saddle harnesses, loosening floor-boards,and poking holes in water-skins. Mayhem fascinates them.
demon's STR
AVERAGE SOEKAL, lesser demon, snaklsh, translator t9I-ffCs
STR CON SIZ
1D8
45
3D8
13-14
SIZ
1D8
45
INT
3D8
pow
3D8
Du(
3DB
13-14 13-14 13-14
9 4-5
108
INT
308
POW
308
13-14 1314
1D8 MOV ID8 s l i , max 7 Av. HP 7
4-5
Av. Damage Bonus: -104. Ability: Emote, automatic, mimic speech patterns Skills: Hide 20%, Other Language (x2)40%, determined at the time of summoning, Own Plane 15%, Summoner's Language INT
a-
d s
SOEKAL averages 4-5
rdls 1D8 208
DEX
AVERAGE SKLAR, lesser demon, humanoid, Independent. ahatactdacs STR CON
x3:sm
on the Resistance Table to remove it.
x2%. Need: mntOlt into knots. Magic Points to Summon: 26.
Taraak'Shu
MOV 1D8 walk/ W v abiDty Av. HP 7
This breed has a flattish, plate-like back suitable for lashed cargo, and 101 leglets support it from underneath. A taraak'shu is dun-colored and undistinguished-seeming
Av. Damage Bonus: -1D8 AMiltles: C/ing, +20% to dimb. 2 hr. duration. KmwWge, INT ~ 3 % chance. Vomit Acid, 40%. damage 1D8. Wkrgs, 50 mph fly. Skills: Climb 30Y'. Hide 40%. Listen 40%. Own Plane 15%. Search 40%. Summoner's Language INT ~ 2 % . Need: Cause mayhem. Magk Points to Summon: 41.
Soekal G.
(SCW-KAI.) urc long, narrow, placid dcinons, stirikc-likc in a p p m i i c c with scalcs that SL'C'III made of solid golcl. If tlw tkawn is sinall cncnigh, it can be worn m ) i r t i c l llic i i a k like u nccklacc or choker. There i t usually
11ic scwcbl
TARAAKS H U
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except for a greenish, diamond-shaped head at the front of its body, reminiscent of a serpent’s in mannerism and attitude. This demon makes a reliable beast of burden. Because of its short legs, it does not move quickly.
feature, the eyes are an unnatural violet in color. This breed might hide to await an adequate human meal,then tempt its unsuspecting prey away from others. Used as an assassin, the hiramaak’s high intelligence often makes it easy f o r it to accomplish its goal.
AVERAGE TARAAK‘SHU, lesser demon, non-humanoid, demon of burden. cherecter(stics
nM.3
STR
5D8
averages 22-23
CON
4D8
18
SIZ INT POW
3D8 1D8
13-14
308
13-14
DW
2D8
9
HIRAMAAK, greater demon, human-like, tem ptorhem ptress STR31 CON34 SIZ12 INT21 POW28 DEX22 APP21 MOVrun-8 HP23 Damage Bonus: +2D8. Abilities: Drain /nre//ect, POW:iNT, takes 10 percentiles per round from skills. Drain Muscle, drains 1 CON per round. Drain Sou/, P0W:POW roll per round, drains 1D8 HP per success, then drains POW. Regenerate, automatic, 1 HP per round, self only. Shape Change, automatic, once per 24 hours, appear in up to three different forms (human, Melnibonean,etc.) chosen at time of summoning. Hi R A M A A K Skills: Art (Seduction) 90%, Dodae 50%. Hide 50%, Listin 60%. Move Quietly 40%. Own Plane 15%, Summoner’s Language INT ~ 2 % . Need: consume 1 POW upon arrival and each day thereafter. Magic Points to Summon: 97.
4-5
MOV 1D8 swttle, max 7 Av. HP 16
Av. Damage Bonus: +1D4. Abilities: Bite, at a%, damage 1D l 0 L#t, lifts and carries STR x3 Carapace, 70%, 1D10+1D4 Skills: Dodge 30%, Hide a%, Move Quietly 50%, Own Plane 15%, Summoner’s Language INT ~ 2 % . Need: hiss at strangers. Magic Points to Summon: 48.
Z’ZZUMM
Az’zzunrm is likea giant dragonfly. Each wing is longer than a man is tall.Thick fur, in color an incandescent bluish-purple, covers its body; the underbelly is light gray. In flight this demon takeson the color of the sky; from a height it is nearly invisible to those below. A z’z,zumm can be fitted with a saddle, and be used as a mount. AVERAGE Z’ZZUMM, lesser demon, giant insect, mount chivactefisucs rdk averages STR 5D8 22-23 CON 3D8 1St4 SIZ 4D8 18 INT 208 9 POW 3D8 13-14 DW 1D8 4-5 MOV 1D8 nrJ Av. HP 16
rnandu Mandu is a dwarfiih humanoid with the head of a lion and sickly, colorless flesh. Small, malevolent eyes peer from a mottled black mane. Set as a guard, the demon usually hides and fires quills from ambush. Its Telekinesis ability might set intruders fighting amongst themselves.
me fly
Av. Damage Bonus: +2D8. Abilities: Chameleon, automatic, demon blends in with background ventrally Skills: Navigate 30%, Own Plane 15%, Search 20%, Summoner’s Language INT ~ 2 % . Need: eat a raw fish daily. Magic Points to Summon: 30.
MANDU, greater demon, humanoid, breed unknown STR26 CON20 SI27 INT19 POW33 DEX20 MOVlO HP 14 Av. Damage Bonus: +1D8. Abilities: Te/epon,auto, 1 CON Telekinesis, auto, Quills (x10), at 100%. 2020 damage. Spit Venom, at 70%. 7 yard range, POT 1D10+1D4. Car-Stalk, demon closes on target without crossing intervening spaces Skills: Dodge 40%, Listen 70%, Own Plane 15%. Summoner’s Language INT ~ 2 % . Need: chuckle maniacally. Magic Points to Summon: 76.
A hiramaak appears to be a human of exceptional beauty, male or female as the summoning indicates. As a Chaotic
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Threatening and unfeeling, Va’ar Zeen hovers nine feet above the ground. The body looks like a large, indigo-colored brain, below which five tendrils undulate and thrash about malignantly. Each ends in a razor-sharp claw. Va’ar Zeen craves the dissection of intelligent beings. Even if a species has been examined hundreds of times before, this demon always approaches the operating table with sublime enthusiasm.
Viir’eel is an aggressive guardian demon. It has the head and body of a mandrill, with thick, slimy fur and hideous dripping fangs. Once summoned, this demon spins webbing around the area it is charged to protect. Viir’eel then waits for intruders to fall into its trap, cocooning victims and draining their blood. VIIR’EEL, greater demon, breed unknown, patient guardian. STR52 CON40 DEX28 MOV10
VA’AR ZEEN, greater demon, breed unknown, unfeeling torturer. STR30 CON39 SI228 INT15 POW26 HP: 34 DEX 18 MOV 6 float Damage Bonus: +3D8. Abilities: Claw x5, with five scapel-like blades (x5), at 60%, damage 1D8+db each. Distend, increase reach by 3, total 15 feet long. Paralyze, C0N:CON roll, target cannot move until rolling CON x l % on D100. Skills: Art (Torture) 190%, Own Plane 15%. Summoner’s Language INT x2%, Wrestle 50%. Need: cause pain every day. Magic Points to Summon: 103.
SI236
INT15
POW 28 HP 38
Damage Bonus: +4D8. Abilities: Carapace, 1D10+1D2 thick fur. Exsanguinate, at 60%. drains 1D3 hp of blood per round. Ward Pact (x2), immune to broadswords, falchions, rapiers (weapon class 2) and bows (WC 25). Web, at 100%. 2D10 STR. spins web. Skills: Climb 30%, Dodge 60%,Own Plane 15%, Summoner’s Language INT ~ 2 %Track . 50%, Trap 70%. Need: To guard objects. Magic Points to Summon: 99.
d
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VA’AR ZEEN
M A N DU
VIIR‘EEL
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demon abilities including some impressive attacks and new reconnoitering and information-gathering abilities, p\ table follows, summarizing the abilities listed io both this grimoire and the Glric rules. set
of
new
0
F ALL T E W F G C T S introduced in this book,the abilities are the most random and perhaps the least predictable in effect when encountered in play. The standard spot rules for magic and all other rules apply to these abilities where appropriate. Gamemasters should routinely discourage the revision of existing demons. Given time and patience, however, there is no reason why a rulesbook ability of equal or greater cost could not be part of a one-time exchange for a new grimoire ability if the gamemaster approves.
sorts of minor items for the sorcerer, each instantly available to be taken up. BALL L I G H T N I N G (10) - The demon projects a blue-white, glowing, whirling ball of lightning which rolls, hisses, and bounces along the ground like a child’s toy. Roll for a random target: each ball moves toward one of the living, without reference to what is happening. The ball is emitted on the demon’s ~ ~ x - r a nand k , strikes home at the end of the round. Its chance to hit equals the demon’s POW x5 (on a result of 99, 00 the ball explodes harmlessly or sinks into the earth, to pleasure Grome). Each ball does 2D10 damage. Targets can attempt to Dodge, and hope to see a ball diverted to another target. Grounding oneself has no effect. Metal armor does not defend against this ability, but leather armor defends normally. Nominal range of the ability is the demon’s POW in yards, but drama and the number of targets is more important than calculating range. The cost for this ability is fmed at ten magic points.
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ADHESION (varies) The demon secretes a sticky substance through its skin. When attacked using blunt weapons, Brawl, or Wrestle, the weapon does normal damage, then adheres to the demon’s body. The STR of the adhesive equals the Roll Table damage for the magic points spent. To unstick a weapon, compare STR:STR on the Resistance Table. Since the demon can negate a portion of the effect at will, this ability also allows the demon to carry all
He i s of a race of demons used by sII wiK sorcerous power. He i s a guardian. He will not. atlack unless himself att.acked. He i s virtually invulnerable to mort.aI weapons and, in his case, he has a ward against swords-whether Key be supernatural or no. If we att.empted him with our swords, we should be sfruck daw, by all the powers of Hell. W e o u J J hot possibly survive.... He is a representative of nII demons w h o would mass with him lo preserve his wardpact. lo slay
- Elric,
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in T h e Vanishing Tower 11,4.
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B LAST (10) Composed in a humanoid form, the demon manifests itself as a cloud of swirling sand. Attacking, it envelops a single target, abrading skin and clothes, blinding the eyes and filling nose, mouth, and e m with grains that stink and sear. Each round of attack costs the victim 1D4 hit points if clad ordinarily, and 1D4-1 hit points if clad in significant armor. The target is unable to physically fight such a manifestation, but can cast magic each round, given a successful Luck roll for concentration. If the target can dive underwater, the demon will not follow, but it may wait for the target to reemerge. The cost of this ability is fixed at ten magic points.
i
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CAT-STALK (5) At a pace of MOV 1 or 2, the demon moves between points four yards apart without crossing or being visible in the intervening distance. Now it is here ...and now it is there! If plenty of cover exists, and if the demon is small enough to readily conceal itself, it can approach a target and be unseen until it is literally at the target’s throat. In transiting the intervals between the points, the demon is insubstantial and spirit-like, affected only by magical barriers against spirits and magical attacks. Nonetheless, the demon may not pass through physical barriers during Cat-Stalk-a physical path for the demon must be traceable and negotiable. This ability takes enough time that the demon effectively lowers its DEx-rank to last, and can take only one other action in a round. The cost for this ability is fixed at five magic points.
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CHAMELEON (3) Allows the demon to blend into the background by changing the color and pattern either of its front half or of its back half once per round. The demon must be able to survey what it is imitating. Just as obviously, a demon seen sideways stands out like a sore thumb. As appropriate, then, halve Search skill rolls made against a demon so protected, and double the effective percentiles of its Hide skill. The cost for this ability is fixed at three magic points.
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C HA 0 S S P UME (varies) The demon aims and spits a glob of Chaos at a single target. If it hits clothing, armor, or weapons, the material is changed to a random form; steel plate to rose petals, for instance. If the glob hits flesh, that area of the person changes to something appropriately chaotic: a man’s arm becomes an octopoid tentacle, for instance. These alterations are permanent. A Luck roll decides whether flesh or covering was hit. The Roll Table determines the chance to hit. The attack range at base chance is twenty yards maximum. Magical spells and barriers block and neutralize this ability. DARKNESS (varies) - The demon projects an area of inky blackness around itself. This area is irregular, but always conceals the demon. It obscures normal vision, and the See and Heat Sight abilities. Treat targets in the area of effect as though in absolute darkness; see the rulesbook for modifiers. Diameter of the ability equals one yard per magic point spent on this ability.
A SORCERER PONDERS WHICH A B I L I T I E S ~ SDEMON MUST HAVE.
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DEMATERIALIZE(10) - Allowsthedemontobecome intangible. Like a ghost, it is unaffected by solid matter and by most magic. Duration equals the demon’s POW in combat rounds. The ability can be exercised once per hour. While the demon can walk through objects or walls as though they did not exist,its maximum MOV is half of what it is while fully constituted. While it uses Dematerialize, the demon is ethereal and can employ no other abilities, make no attach, make no sounds, or even turn over a sheet of paper. It watches and listens, and it can signal to someone else. Dematerialized, a demon is transparent but is recognizably itself, like a manifesting ghost. It can be attacked by magic affecting POW,or INT, or both. The cost for this ability is fmed at ten magic points.
G r i m o i r e Since the demon cannot cast magic, it absorbs no knowledge of spells or runes. The demon cannot absorb base percentiles in a skill, but can strip away percentiles above that. Other skills are unaffected. Armor does not defend against this attack. The cost for this ability is fixed at ten magic points.
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ability is fixed at ten magic points.
DRAlN MUICLE (3) To mount the attack, the demon must be able to Grapple or otherwise immobilize its prey. The demon then infiltrates dozens of rubbery tendrils into a major muscle group and drains away the tissue as though drinking ale from a tankard. Each round costs the target one CON, and each round the demon’s tendrils relocate to another muscle group. The demon aims to drink all CON from its victim. Qpically it saves the heart muscle for last. To stop the attack, the victim must physically break away from the demon, or do damage to it. Armor does not defend against this attack. CON is lost permanently. It can be returned through training or some form of magic, after much effort. To show the symptoms of such an attack on an adventurer, the gamemaster and player should consult. The muscle tissue is literally gone, so affected limbs shrink almost to the bone and perhaps are useless. An adventurer who undergoes more than two point9 Of CON losS then ah0 begins to lOSe points Of STR, DEX,and APP at the same rate. The cost for this ability is fixed at three magic points.
DRAIN INTELLECT (10) - Allows a demon with the Knowledge ability to drain selected memories and knowledge from a particular human. The target must be immobilized in some manner. The demon crouches at the head, and its hands seem to press into the victim’s brain.
EMOTE (3) - The demon assumes the voice and vocal mannerisms of a person it has listened to for a few minutes. The mimicry is nearly perfect, though the demon gets no special knowledge of what that person might say, or to whom. The cost of this ability is fixed at eight magic points.
Each round ofthe attack, the demon must make a successful on the Resistance Table. Failing this roll, the
EMPATHY (3) - The demon can sense and describe the dominant emotion and the immediate intention of the nearest person, who must be within sight. If several people come into range successively, the demon gets a very good idea of a group’s intention and mood, and can act on the information or report to someone else. This ability is usually of no consequence in hand-to-hand fighting because such skills are instinctive, but if the target has some sort of simple plan (“I’ll grab the ring, then run from the cave”), then the demon knows of it, and also knows
DIVISIBLE (10)- Demmsegmentswhenitloseshalfor more of its hit points. A significant body part, such as an arm, a leg, or the torso, disappears, as does a c o ~ e c t e d abihty (failing that, delete a mndom ability). Halve any skills relevant to the loss. Improbably, the remainder of the demon fights, speaks, and d u c t s itself as if nothing had happened, and mtinues in that form thereafter.
In compensation for the loss, all of the demon’s hit points return.If it loses all of its hit points, it dies. The cost for this
~OW:INTroll
stunned demon m o v e s itself from the victim and will not attempt Drain Intellect on that personagain. Succeeding, the demon permanently removes ten percentiles each from the followingskills: Evaluate, Million Spheres, Natural World, Navigate, Other Language, Own Language, Physik, Potions, Scribe, Unknown Kingdoms, Young Kingdoms, and the player’s choice of one Art and one Craft. Bestow all these percentiles on the demon.
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It was a huge catlike thihg, save that ifs body resembled that of a baboon with zm arching IaiI m d Mere were spihes J o h g ifs back. Its claws were exteended and it. reared up, reachm d jumped to one side, slashing at it. The thing flickered with peculiar colours and light, as if not. quite of the makrial world. H e was in no doubt of its origih. Such Mihgs Lad been summohed more fhan once by the sorcerers of melnibon6 to ihg for him as he yelled
help thGm age&
t b s e they soughf to desfroy.
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A b i l i t i e s LEECH (varies) - This ability adds a set of octopoid-like suckers to the demon's belly, which aid in controlling the victim. The demon drains 1D2 Strength from the target each combat round, adding one point to its own STR with each success. Each attack has a chance to succeed equal to the Roll Table listing for the number of magic points invested. Recalculate the damage bonus. Armor does not defend against this ability, which needs only the touch of the victim. The magic point cost of this ability varies with the chance for success.
for instance how confident or how angry the target is. This information could help a demon bluff an opponent or a m g e a successful deal. The cost of this ability is fixed at three magic points.
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EXHALE (3) The demon exhales a fog that solidifies into a visual illusion. The illusion is enough to fill a small or moderate room. It is visible only from the general angle that the demon desires. The illusion can be of anything, and is in full dimension, movement, and color, but has no sound, odor, or taste. The viewpoint must be specified. From all other angles it cannot be seen. The illusion lasts unchanged for that number of combat rounds equal to the demon's POW,then shriiks proportionately during that number of rounds again, and then completely disappears. When it starts to shrink, Search can be applied against it to notice that the illusion is incomplete. "he illusion can be walked and fought through, and spells can be cast through i t Witch Sight can see through thisillusion The cost of this ability is fixed at threemagic points.
PORTAGE (10) - At the will of its master, the demon can transform itself into a multiple-legged beast of burden or become a boat that swims itself along. As much as possible it retains its original appearance, expression, and disposition. In either case, it carries a SIZ of passengers or cargo equal to its m, but its SIZ and CON must always exceed its STR. For instance, A demon of SIZ 20, CON 21, and STR 21 could carry passengers/cargo of up to SIZ 20. The demon can keep at steady course at MOV 8 for combat rounds equal to its hit points. When that number of rounds have passed, the demon must rest for a round, then spend a hit point. It may begin movement again, its new duration one combat round shorter each cycle. Reaching one hit point, however, it rests and refuses to move further until all hit points are restored. The cost for this ability is fixed at ten magic points.
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EXTRA EYE l (3) Allows the demon to choose a location within sight and to shift vision at will to that location, and to see from that location as if seeing normally. Enhanced vision abilities (such as See, Soul Sight, and Heat Sight) work normally through this ability. A location may be changed at any time, but the demon must always be able to see the new one. The cost of this ability is fixed at three magic points.
R E M E M B E R (varies) - Allows a demon to memorize and reproduce a complete copy of a grimoire or other tome. The demon also must have the Knowledge ability and the Scribe skill. The process takes a day, and plenty of paper and ink. The demon grows a quill pen on a finger. The demon can recite exact passages from the book when needed. On a roll of 99,00, the book or recitation is faulty. It can memorize that number of books equal to the number of magic points invested in its Remember ability. If the demon is rebound to another, then those books it holds become accessible to him or her.
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H EAT S ICHT (3) The demon sees temperature differences in monochrome. What is hottest is that which is brightest. Intervening cold things such as ice or ice water are seen as almost black, and block notice of warm or hot things beyond. If equipped with normal sight, the demon can switch between viewpoints at will. Looking into the sun or into any bright strong flame is difficult or impossible for the demon, using either form of vision. The cost of this ability is fixed at three magic points.
SCENT EMOTION (3) - Within twenty yards or so, the demon is able to scent strong emotions from the bodies of humans and Melnibonhns. Detected emotions are typically blunt: fear, lust, greed and envy, hostility, and rage. Complex subsets of scents indicate the more subtle presences of various diseases and infections, and in some cases the demon knows not only what the person has recently eaten, but also his or her habitual foods and grooming habits. If touching has been involved, the ability also may reveal the other people that the target has recently seen. Applying the ability requires no outward show by the demon, except that a large nose is the usual feature of consequence. Use the Roll Table to determine the chance that the demon correctly distinguishes the emotions. A result of 00 always indicates no effect. The cost for this ability is fixed at three magic points.
HOWL (3) - The demon can emit one startling howl each round, sustained for about half the round. This scream is very loud and extremely grating. It breaks the concentrations of all nearby hearers, who quickly become outraged by such repetitive and arrogant exclamations. The cost of this ability is fixed at three magic points. If the demon has more than one head, it can add an extra Howl abilities to each head for no cost. The effect, of interrupting most cast magic, remains the same.
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I NS ECT EYE l (3) The demon has large, multifaceted eyes that allow it to see to its sides and rear as well as forward. The facets are semi-globular, and mounted toward the top of the demon's head, so that it sees in every direction except directly underneath. The demon's range of vision remains equivalent to humans. Fog, smoke, and darkness hamper its sight. It is especially vulnerable to clouds of dust, since it has no eyelids. The cost for this ability is fixed at three magic points.
S E E SOU N D (3) - The demon emits high sounds which humans and Melnibonkans cannot hear, but which it hears reflected from nearby objects and surfaces. This gives it a
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Cornbird Demon Abililies Table
Blast Bum Burrow Carapace Cat-Stalk
;@ ....:.: @$
ability cost in MP
chance
effect
10 MP varies varies varies 5 MP
POW x5 lO%/MP auto 10%/MP auto auto auto
ball bounces at randomtarget. does 2010 damage. Roll Table damage. fixed damage 1D4 per round, 1D4-1 if wearing armor. fixed damage 1D6+2. tunnel through wood, earth, stones at 1 yard per MP per hour. increases armor as per Roll Table, per MP sactificed. demon closes on target without crossing intermediate spaces.
. .. ,. .... ~ .:.: ..:.... .I
touch 1 yd./MP touch self self
Dazzle Dematerialize Demon Armor Demon Shield Demon Weawn
varies 10 MP varies varies varies
Drain Soul Dust Emote Empathy
10 MP varies 3 MP 3 MP
lobe of Chaos transforms substance, subs.other life for flesh fixed damage lD8+2 +dd per claw. dings to ceiling, etc., 1 MP per hour & + 10%Climb per MP. absolute blackness to sight, See.Heat Sight. sight lO%/MP blinds target for rounds = to MP cost; target POW x2%to resist. auto demon can move through walls, etc., and observe. self self auto increases armor as per Roll Table, per magic point sacrificed. self auto increases ordinary shield, per Roll Table, per MP sacrificed. touch variedauto Per MPs. Roll Table damaae +dd: wielder's chance to hit. 1 CON per move betweenkne plane and Y auto entarges body part x l length per magic point foregoes member when half HPs gone, resto 10 percentiles from certain skills. transferred to demon. drinks 1 CON per round until target breaks away. auto touch POWPOW robs 1D8 magic points until zero, then robs 1D8 POW until death. 1 yd/MP auto obscures vision for remainder of round, clears at start of next round. hearing auto demon mimic person's speech perfectly. nearest personauto demon sense dominant emotion and immediate intention.
varies
touch
10%/MP
10 MP
self
C0N:CON temporary paralysis, roll CON x l or less to end effect. auto demon becomes riding animal or self-propelled boat, carries items.
10IIMP 1 MP/ hr
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ability's cost inMP range
Sleep Smash snout Soul Sloht
5 MP varies 3 MP varies
chance
effect
sight P0W:CON target sleeps for at least an hour. touch 1O%/MP Roll Table damage. touch CON ~ 5 %tracks recent scent trail; 99,OO loses trail. POW xMPlvds. auto detects magical auras, compares target W W to self.
failows ejects i projectiles. damage as per Roll sprays poison costing 1 HP pet POT. damage 1D8, plus venom of POT to demon CON. restores 1 hit point per MP sacrwd; leaves repulsive M r S . 1 SlZ/POW demon causes objects to move as if by themselves. auto teleports self, and passenger; each trip costs demon 1 CON. 10%/MP damage 1D8+dd; armor does not help against this attack. 10%/MP grabs target and moves it to its mouth; one STR:STR chance to get free.
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10 MP 10 MP varies varies
Telekinesis Teleport Tentacle Tongue
20 yd. max. self touch 1 ydJMP
stench immune to one class of weapon upon approval of Chaos spins web, of STR equal to Rolf fable roll. fty across the world at 50 mph, cany things,
I
varies = The magic points sacrificed can vary, and adding more increases the demon's accuracy, potency, etc. auto -Automatic. The demon performs this abilii without fail. If a target is involved, a Resistance Table roll may still be needed before the ability takes effect.
effea. Plece means that the fundon of
ROLL TABLE Magic points spent 1 2
3 4 5
6
.. . .
7 8 9 10 11 12
FOR DEMONS AND ELEMENTALS damage roll 1D2 1D4 1D6 1D8 1D10 1DlO+lD2 1D10+1D4 1D10+1D6 1DlO+l D8 2D10 2D10+1D2 2D10+1D4
base chance 10% 20%
30% 40% 50% 60% 70% 80% 90% 100% 110% 120%
To calculate damages for abilities of 100 percent and more, add the 2D10 increment per full 100 percentiles in the ability, and look for the remainder on the Roll Table. Thus a demon of 140 percent could do 2D10+1D8 in a single attack, and a demon of 240 percent would do 4D10+1D8.
.... .
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mental map of the area in all directions for about 100 yards. It sees movement as easily as stationary items, and is able to fight or accomplish most other tasks as if it could see. It cannot read words on paper, though it could read inscriptions in stone. Darkness does not affect the demon, nor does dust or fog, but smoke sometimes has a choking effect. The cost for this ability is fixed at three magic points.
C i r i m o i r e against a single target. The potency of the gummy secretion is the Same at any range. Determine the POT of the poison from the Roll Table. If the target fails to successfully match CON:POT roll on the Resistance Table, he or she loses hit points equal to the POT as damage. Range equals one yard per magic point spent on this ability, with a maximum of ten yards because of the media in the attack
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SOUL TRACK (10) Having encountered a person, another demon, or a spirit, a demon with this ability can sense the recent passage of that soul before or after death, and trace its movement while it remains on the Young Kingdoms plane. The demon has no way to predict the movement of the soul, nor its present location. Occasionally, large confluences of souls (such as occur in cities or armies) partially block Soul Track The demon then needs a DlOO roll of INT x3 or less to find the right track again. The cost of this ability is fixed at ten magic points.
TELEKINESIS (10) -Without physically touching, the demon is able to lift and move an object or person at a distance. The demon’s pow equals the maximum SIZ of the thing to be moved, and also the maximum distance in yards that the demon may be from the thing to be moved. The thing itself may be moved any distance, but it falls if it exceeds that range in yards from the demon. The demon can suspend or move one item per combat round and 1D8 items total, then must pause to rest for lD8 rounds. Then the process can begin again. With a successful Luck roll, the demon does not need to see either the object at its starting point, or where it is to end; if the roll fails, the thing or person falls to the floor and may be damaged. Though the demon can psychically feel into spaces it cannot reach (such as a vault), telekinesis cannot be performed through intervening walls. There must be physical room for the object to pass. Telekinesis is also slow. The maximum speed of an object equals the demon’s POW in MOVS, so a demon of pow 16 could ‘hurl’ something at about twice humanrunning speed, or about forty miles per hour, roughly half the speed of a thrown rock. As an approximation, halve any damage based on Throw. The cost of the Telekinesis ability is fixed at ten magic points.
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S PIT MAlTE R (varies) The demon spits out globs of flesh, splinters of bloody bone, hardened mucus, and the like, one ghastly pulse per combat round. As it does this, it visibly shrinks, for each attack temporarily costs it 1 SIZ point. Reduced to SIZ8, its internal ammunition is exhausted. But in the following round, it visibly swells. TWO SIZ points are regenerated each combat round that it does not fire. Determine damage and chance to hit using the Roll Table. Each magic point spent for this ability increase range by one yard, with a maximum of twenty yards because of the media in the attack
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I P RAY VENOM (varies) The demon ejects a spray of contact poison from sacs in its mouth. The poison causes burning and dizziness in the target. This is an aimed attack
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39 mew emchamtmemts, mostly of Chaotic origin but a third of them traceable to the Lords of Law or to the
Here are
about
Glememtal
T
R~lers.
uniQu6
MG OBXCTS speak of great sorcerers and great deeds, and of splendors unimaginable. Relics from an earlier, more magical age, every enchantment was wrought for a particular person and purpose, made by craft-mages of unmatchable skill. As unique items, enchantments are exceedingly rare. An entire campaign might be devoted to learning about and locatingjust one of them. Players should not anticipatehaving satchels full of these creations, however abundantly that this chapterseemsto present them. A kingmight have one, handed down with reverence for generations.A Lawful king or queen might pmerve one in the treasury, against some dire time of need, but would never touch it. Similarly, a sorcerer might connive or kill for some special thing, ignoring all else, and then hide away this advantage, to use it once a century. A foolish peasant who stumbled across one might park an enchantmenton the mantelpiece, to show off on feast days or to wear to church, but a wise one would hide it in the ground, and tell no one of it. Ownership of an enchantment is dangerous, so that knowledge of it falls like rain in the desertrarely, and then swallowed by the thirsty sands. Concerning this chapter, gamemasters should adjust anythingabout a chosen enchantment,includingits name, that they desire.
ARIOCH'S GOLEMS - originally sculpted for the Church of Chaos in Imrryr, these eight figures were moved to various locations across the world, perhaps during the war with the Dharzi or perhaps long before. They were fashioned fromblack basalt, and stand about three yards tall. Though of different shapes, each figure is s u p p e d to resemble an aspect of the Lord of the Seven Darks. The actual shapes are unknown, but the weapons they hold are recorded as follows: cestus, broadsword, great sword, heavy mace, great hammer, morningstar flail, battle axe, and trident. Each does normal damage plus a 4DS damage bonus. A golem animates and moves to attack when a non-Melnibonh approachesto within 10yards. The golem's swing never misses, but the target's parry, dodge, armor, and shield are normally effective. The golem's weapon always does maximum damage plus rolled damage bonus. Shouldthe damage done by a single golem's attack exceed a defender's weapon hit points, the defending weapon breaks. I When the target is dead or has run away, I the golem returns to its post, to await eternity. The golem dies only when a jewel ..____l.-.-..p"-. _ 1 .
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1f was a bird of silver and of gold and of brass. Ifs wings clashed as he approached if and it. move4 iEs huge clawed fee! impatiently, turning coH, emerald eyes Io regard him. On it.s back ww 6 saddle of carve4 onyx chssed in gold and copper It. Furned its bright. Lea4
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- The Vanishing tower
1,6.
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representing its heart is torn out. That can be done only by magic.
G r i m o i r e Missiles guided by spells or Containing demons, demonic acid spay attacks, and enchantments do not Me& Avahcheq sandstorms, collaMdings, tidal waves, and largescale disastersdonotdirectlyharmthebadge’swearer,~~heOrshey be buried so deeply thatescape is impassible. CLOAK OF TH E WOLF - the cured skin, fur, and head of a large wolf, lined with red silk. When worn at night, the cloak changes the wearer into a werewolf. This influence does not depend on a phase of the moon, and (once the cloak is on) is independent of the wearer’s will. The cloak changes the wearer into a hybrid man-wolf, a metamorphosis requiring 1D8 combat rounds and lasting until dawn. Add +6to eachcharacteristic,including MOV.The werewolf form also gains a 60%Bite attack, and becomes invulnerable to damage from normal weapons. Weapons and projectiles made of pure silver cause normal damage. Magic weapons achieveonly the magical components of their damages. Spells work without change or modification. When attacking in werewolf form, the wearer acts as if under the influence of the Fury spell. Lower dodges and parries by 30%,ignore unconsciousness stemming from a major wound, and attack ceaselessly unless a roll of INT x3 or less can be made with D100.
q
AX E 0F I USTIC E - a legendary Lormyrian axe, finely crafted and balanced, with the arrow of Law prominent on the head. This weapon was perhaps owned by a Champion of Law. It has not been seen in five generations, but was reputedly heavy and large, ’ requiring STR 15 and DEX 11 to wield. Only allies of Law may take up this weapon and reap its benefits. To all others it is a fine weapon of no magic whatever. Against a Chaotic target, the axe does maximum damage, 18 points plus damage bonus, each time it hits. Should the wielder commit an act against Law, it is said that the axe will wail and melt to slag. BADGE OF BARBARIC CONFABULATION - a golden badge wearable as a pin or used as a buckle, about the width and length of a small human hand. Eight sculpted rasebuds decorate the face, along with single air and water runes. While worn, the badge translates other languages into High Speech, and translates High Speech into the last spoken barbarian tongue. It confers no language skill to the owner, who must already know High Speech. The badge is effective only to the percentiles of High Speech spoken: thus 20% High Speech grants only the equivalent level of Mabden or Lesh. ,
CLOCKWORK ANIMALS Similar to Myshella’s mechanical bird, these enchantments are clockwork mechanisms built to resemble various animals. Four are known to exist in addition to Myshella’s raptor-a wolf, a songbird, a horse, and a spider. Each is fashioned from precious metals and has gems for eyes. Their innards are bewilderments of beautifully-crafted gears, springs, pulleys, flywheels, and counter-weights. These mechanical wonders can speak and hear, and have sentience (INT9). Should a Clockwork Animal be damaged, a Repair skill roll (100% minimum) needs be made to fix the damage. Spells of healing and Suture will not work, nor can the damage be healed by the passage of time. Other clockwork animals are rumored to have been created by Donblas, a scorpion, a tiger, a second wolf, a monkey, and a dragon among them. CLOCKWORK 5 P I D E R - a giant version of its natural cousins, it is meant to be ridden, and can carry passengers and gear of up to SIZ 40. The head is fashioned from beaten gold and has eight eyes, each a different gemstone. Its body is encased in amber, and its legs are molded from vast iridescent shells. It can climb vertically and upside down. Powerful mandibles grab and crush opponents (30%,1D6 damage per round) or else bite (30%, lDlO damage). Enigmatic, it only speaks when absolutely necessary, and then cryptically. The Clockwork Spider moves like its counterparts in nature. It has 60 hit points.
BADGE OF LAWFUL DEVOTION -assilverclaspof fine workmanship, about the size of a child’s palm, embossed with a circlet of rosemary and forget-me-nots, intertwined, inscribed surprisingly in High Speech with One Life, One Law. Concentrating upon a given task, the wearer may add 100 additional skill points daily to any one skill recognized by the gamemaster. Points may not be reallocated that day. Once the skill is rolled-for, the percentiles disappearuntil the morrow, when a new skill may chosen. A wearer who uses a skill in a way clearly favorable to Chaos permanently loses 100percentiles in his or her highest skill, and suffers disquieting dreams. The clasp discolors and breaks. BADGE 0 F TALADOR - a red cloisonne badge to be worn on the person, eight silver arrows of Chaos emerging from a cluster of eight red noidel berries, an enchantment reputedly wrought by the Melnibonean sorcerer Talador. While worn, it deflects all non-magical missiles, projectiles, thrown or falling objects, swooping birds, clouds of smoke, and swarms of insects from the person of the wearer. If the wearer is on a mount not larger than SIZ 40, this protection extends for the mount.
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Each time, however, the experience concludes by suggesting an incident to come that is new to the holder of the cube. If the holder returns again, this time to deal with the new threat or unhappy episode, then the new conclusion contains a second suggestion of action that should be taken. Commentaries suggest that the holder actually does travel through time, that there are parallel times with various outcomes and that he or she enters a new time each time, that the entire procedure is an illusion, that the cube is an artistic metaphor for the advance of Chaos, that the cube is an artifact of the Balance and teaches a moral lesson, and so on. The ultimate lesson of the cube seems to be everything can be contradicted. THE DECK HARMONIOUS -therearetwenty-four ivory plaquettes, each smooth, palm-sized, and thin enough that the ivory is flexible. The plaquettes are creamy with age, at least 400years old. On the back of each card is painted the eight-tined sigil of Chaos. On the front of each card is pictured a different creature, mostly predators, from among the Young Kingdoms. Among the images are a great black ape, a bear, an eagle, a lion, a mastodon, an octopus, a rhinoceros, a shark, and a nalargrun. Gamemasters may add other creatures as they wish, choosing one appropriate to the situation. On a tabletop, the plaquettes are turned so that the signs of Chaos face up, and then mixed. One plaquette at random is selected and then held so that the creature’s image is hidden from the person holding it. Each plaquette turned up costs the holder 1 CON. The creature then forms in front of the person who has drawn the plaquette and speaks to him or her in a suitable language. The creature asks why it must appear, and in general attempts to satisfy itself that the holder of the plaquetteneeds its help and means it no harm.Simulatesuccess with a Fast Talk or Oratory roll, or let the gamemaster judge the player’s actual words. If rolling, with a success the creature fights on the owner’s behalf until the current foe is dead, up to a week of time. With a failure, the creature declines the challenge as unworthy of it. With a 00,the creature attacksthe holder of the card as an arrogant schemer. Any number of plaquettes may be drawn. The holder may decline the service of any creature who seems unsuitable. Enrolled in the holder’s service, the holder may conduct additional conversations with the creature, leam its point of view, and discuss its life and world. For each such creature, add 1D2 points to the holder’s Natural World skill. Only one person at a time may use the deck When a plaquette is drawn and then returned to the deck, its creature side goes blank. When all 24 sides are blank, the deck is no longer usable by that person. DIF F ERE NC E ST0N E - this fist-sized lump of stone may be a piece of chaos stuff, and not an enchantment at all. Every 1D8 minutes its form and substance randomly change-now a lump of coal, now a nugget of gold, now a huge diamond, now a statuette of a brazen goddess, and so
Unlike the Clockwork War-Horse, the Clockwork Spider moves as silently as a ghost. CLOCKWORK SONGBIRD - made from burnished gold and inlaid with semi-precious stones, this mechanical songbird stands about one hand high. It flies at 50 miles per hour. The bird can deliver and pick up messages. In a pinch, it defends itself with a needlasharp beak (40%)that causes 1D4 damage. It has 22 hit points. The bird knows hundreds of songs and calls, which it gladly chirps upon request. For practical purposes the Clockwork Bird acts and moves like its natural counterparts, except that it does not tire. CLOCKWORK WAR-HORSE - this large automaton has diamonds for eyes, and is fashioned out of black iron. A saddle is permanently molded to the horse’s back and can carry passengers and gear up to SIZ 30. The Clockwork War-Horse acts and moves like its natural counterpart, except that it will charge directly into and over a foe whenever urged. In battle it is calm and responds quickly to commands. Its uses its iron hooves to trample (30%)for 2D8 damage, bites (20%)for lDlO damage, and has 99 hit points. The ring of its hooves can be heard for miles. CLOCKWORK WOLF -standing about 1.5 yardsatthe shoulder, its outer skin is made of beaten platinum with rubies for eyes. Razor-sharp steel fangs fill its mouth. The Clockwork Wolf acts and moves like its natural counterpart, except that it does not tire. It is a loyal, obedient companion and fierce guardian; when roused to attack, it is a savage fighter and shows no quarter. Its has 40 hit points, and bites (at 30%) for 1D8+2D6damage. CUBE OF INFINITE REGRET - this enchantment is of unknown age, but the writing on it predates MelnibonB. It is a hollow bronze cube approximately of size to contain a human head. By grasping the box and concentrating, the holder and the cube disappear. The holder perceives that he or she has shifted back to an earlier time in his or her life, and is then able to make right some particular incident or episode, or to relive some great joy or event. The vision or reliving then concludes, and the holder and the cube reappear where they began. Only a moment has passed. Though the experience of the cube costs a point of Power,the holder may not immediately recognize the loss. The first time he or she has a chance of INT x l to perceive the loss. The second time is INT x2,and so on. The gamemaster makes and records each roll in secret.
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If the wearer of the armor dies, the armor’s flames extinguish, and it cools immediately, as it does when empty. If the armor is put on by someone else, the flames surge anew.
on. An aura detectable by Witch Sight always clings to it. This object is clearly related to Chaos. Grasped, the stone enhances the power of magic cast by the holder, doubling each spell’s duration and effects. At the same time, the stone may endow the owner with
achaoticquality.FailingaD100rollofpowx3,thetargettakes on a Chaotic effect, such as being extra warm to the touch, slimy, scaly, multicolored, or extra hairy, as occm in the spell Curse of Chaos. The effect is permanent.
For each day in the presence of the stone make another roll, with the multiplier decreasing by one (i.e., pow x4%, POW x3%, and so on).
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DRAGON’S SMILE this curving bone dagger is fashioned from a dragon’s eyetooth, now yellowed and bloodstained after millennia of savagery. It is about a forearm long, has two edges, but lacks a cross-guard and so cannot be used to parry. Because of its curving blade, the Dragon’s Smile is unbalanced, and cannot be thrown to stab. It has 30 hit points. On an attack that breaks the skin, the dagger injects a stinging poison of POT 20. Paralysis and hallucinations follow in 1D3 rounds. Failing a P0T:CON Resistance :+. Table roll, the victim dies quickly, . :’ convulsing and screaming in agony. It is a function of the enchantment that the poison in thisblade never lessens and never diminishes in potency. This property is not true for all dragon fangs. FLAMING ARMOR - even when empty, shifting hues of red, orange, and yellow flicker over this Melnibonban plate armor like the shadows of Chaos. When worn, dull flames begin to eddy and surge from it, igniting grass, clothes, or furnishings in proximity to it, producing 1D8 fire damage per round within a weapon’s swing of it. The wearer does not perceive the emitted heat, remaining comfortable in all climes and temperatures.
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Ohce K c eIemefihIs were powerful
your plam -d fLe people of tTIelhibohg $1 shared t.kfpower. h o w our power warms, as does yours. SomeFhihg is clmngihg. oh
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- King Straasha to Elric It,
GOAD 0 F H ELL - this weapon was given by the Dukes of Hell to a Champion of Chaos, who used it to drive slaves into battle. It consists of a silver handle about a forearm long, with a butt inscribed with the sigil of Chaos. The flexible whip portion of the weapon is about five yards long, and rather like a drover’s whip: it appears to be braided black leather, but it cannot be cut by any ordinary physical weapon. The flexible portion of the whip concludes in a single wicked iron barb. Used on a target of MOV 4 or less, the whip hits home automatically with the barb if the user desires. The barb produces intense pain and costs the victim a hit point whether it hits bare skin, clothes, or armor. Used as a lash, for punishment or as a weapon in battle, the flexible length of the whip delivers a strong poison to bare or leather-clad skin. The poison is of POT 16, and immediately causes dizziness and convulsions. Make a POT:CON Resistance Table roll; succeeding, the victim loses 16 hit points at the end of the following round. A GREAT SWORD OF LAW - hilt, handle, crossguard, and blade are forged and hammered from a single length of blueblack steel. When drawn from its scabbard, runes along its length pulse with white radiance and spark bravery among all those of Law within their light. In addition to normal great sword damage of 2D8+db, it causes an extra 1D8+1 points of damage. If an attack impales, the sword also drains 1D3 points from the target’s STR. It has 100 hit points. Seeing thisweapon incites the wrath of demons, makes Champions of Chaos indignant, and disquiets nearby allies of Chaos.
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LAMP OF RIGHTEOUS REVELATION - a small golden lamp suitable for no more than a single candle, enclosed and roofed to guard against wind or motion, with glass sides. When any candle is placed within and lit, light from it reveals as a transparent image the true form of any object--bund demon it illuminates. For example, a dhzutine appears as a small, transparent, hairless demon perched on its master’s hand. The transparent image is always associated with the object that the demon is bound into. Such images can be seen only by the holder of the lamp. Light conditions vary. Assume that the lamp’s constant range is twenty yards in all circumstances. THE LETHARGIC BROADSWORD - with it the wielder attacks absolutely last in the combat round, forego-
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ing DEX-rank attacks and swinging only once. The sword, though lightweight, seems to resist the instinctive motion to attack, though it panies and ripostes in normal fashion. When the sword fmally allows an attack swing, that swing always hits the target, regardless of parry, and always does twice rolled damage. If fighting with two weapons, or with a shield and broadsword, the owner of the Lethargic Broadsword uses other weapons on his or her regular D E X - ~ ~If . left in its scabbard, this weapon has no effect on the fighting. It is written that this weapon was as strong as the owner’s faith in Law, perhaps translating as its hit points always equaling the Law points of its owner.
tions are courage, fear, hate, love, vengeance, remorse, despair, and trust. The range of the oath stone is about five yards, enough to include forty or fifty people. Given a successful Oratory roll, the holder of the stone can communicate the desired emotion and associated images, enough to bind listeners unswervingly and enthusiastically to the desired course for 1D2 weeks. Those allied with Chaos or Law will not wish to allow it, but those of the Balance can choose to allow sincere people to resist such an enchantment, with a DlOO roll of POW x2 or less. PEARL RING -it is a variegated blue and white pearl set in a ring engraved with four water runes. This ring identifies the wearer as a friend of undines, if he or she also h o w s the spells Summon Elemental and Bounty of Straasha. The wearer can summon undines for half their magic point cost, and it always takes one combat round for the elemental to appear. Further, in summoning, the water rune need not be inscribed nor need the spell Summon Elemental be cast. Should the wearer betray this friendship, the ring begins to act as a focus for attacks by Straasha.The wearer is unsafe in or near any body of water, and the Bounty of Straasha spell no longer works. Should the ring become the possession of another person, its original abilities return.
MARBLE RING - it is of carved black marble, cut to resemble a diamond, mounted in a setting of pure gold chased with silver, and engraved with four earth runes. This ring identifies the wearer as a friend of gnomes, if he or she also knows the spells Summon Elemental and Gift of Grome. The wearer can summon gnomes for half their magic point cost, and it always takes one combat round for the elemental to appear. Further, in summoning, the earth rune need not be inscribed nor need the spell Summon Elemental be cast. Should the wearer betray this friendship, the pendant begins to act as a focus for attacks by Grome. The wearer is unsafetouchingor near any plot of earth, and the Gift of Grome spell no longer works. Should the ring become the possession of another person, its original abilities return.
PENDANT OF FI RE - it is a carved wheel of jade about as wide as a wrist, of variegated red, orange, and yellow translucent stone. A supple length of iron chain allows the pendant to be worn around the neck. Each side of the wheel bears sixteen fire runes. This pendant identifies the wearer as a friend of salamanders, if he or she also knows the spells Summon Elemental and Flames of Kakatal. The wearer can summon salamandersfor half their magic point cost, and it always takes one combat round for the elemental to appear. Further, in summoning, the f i i rune need not be inscribed nor need the spell Summon Elemental be cast. Should the wearer betray this friendship, the pendant begins to act as a focus for attacks by Kakatal. The wearer is unsafe beside or near any fire, and the Flames of Kakatal spell no longer works. Should the pendant become the possession of another person, its original abilities return.
MIRROR OF SUASIONS - a large oval hand mirror of silvered glass and polished silver metal chased with gold. A Melnibonkan verse decorates the handle, roughly translating as Spe&to your h e r c h e to me
and theface
,
ofhue you t h n shdsee.
If the mirror is brought so that the lips touch it, the face of the holder seems to press into and through the glass, and the holder then beholds a vision of his or her beloved wherever he or she may be. Words of devotion or comfort can be murmured before the vision fades and disappears. At the same time, the lover perceives a silver mask of that person holding the mirror, suspended in the air. He or she can also speak and hear. The target of the * enchantment must be intimately known and very much loved, or there is no effect.
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QUICKSILVER FALCHION a sword made from a shimmering lightweight metal. The cross-guard is engraved with the scales of the Balance. When drawn, its wielder (of any allegiance) can attack once on DEx-rank 30, in addition to his or her normal attacks.
OATH STONE - it is a large quartz crystal about two hands long, relatively transparent and without definite color. The holder of the stone, if of POW 16 or greater, can will the stone to record and then to rebroadcast on command his or her memories of strong emotions. The emo-
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C i r i m o i r e handful of sailors to keep her trimmed, so well is she crafted. Similar to the Ship That Sails on Sea and Land, The Ship of Uttermost Mist and Sea was made by Straasha Sea-King and Queen Lama Above the Clouds as a token of their border domain. The ship sails as well on the ocean as through the sky, as high as an eagle and as swiftly as a dolphin. The pilot’s thoughts control her. She never lacks for favorable weather or for calm seas. Friendship extends between Straasha and Lassa. These Elemental Rulers happily share their creation,unlike Grome and Straasha. SI LK ARMOR - made in any style, pattern, or color, these silk garments possess excellent resistance against pointed and edged weapons, which do only minimum damage and cannot impale. Since the silk cannot be penetrated, blade poisons have no effect. Blunt weapons, acid, fire, and magic do normal damage. Normally reserved for the Dragon Nobles, Silk Armor was worn when true armor would be useful but inappropriate or insulting.
Striking, Quicksilver always does maximum falchion damage, eight hit points plus any damage bonus. The falchion has 70 hit points; it loses all magic abilities should its hit points fall below 18.
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SAPPHIRE BROOCH a light-blue gem of excep tional size and color, set in a platinum base engraved with sixteen water runes. The brooch identifies the wearer as a friend of sylphs, if he or she also knows the spells Summon Elemental and Wings of Lassa. The wearer can summon sylphs for half their magic point cost, and it always takes one combat round for the sylph to appear. Further, in summoning, the air rune need not be inscribed nor need the spell Summon Elemental be cast. Should the wearer betray this friendship, the brooch begins to act as a focus for attacks by Lassa. The wearer is unsafe in or near the open air, and the Wings of Lassa spell no longer works. Should the brooch become the possession of another person, its original powers return.
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SHADOW CLOAK a midnight black, leather cloak embroidered with black runes of ancient style and lined with black cloth. The cloak is always the size of the last person to wear it, but expands or shrinks to fit whoever puts it on next. The cloak adds 50 percentiles to the wearer’s Hide skill, and in effect subtracts 50 percentiles from anyone’s Search skill as well. Hiding in deep shadows and enveloping oneself in the cloak, the user is virtually undetectable by sight, but his or her scent trail has not been affected. The Shadow Cloak has 25 hit points. It can be burned. All magic in the cloak is lost when the cloak’s hit points reach zero.
SINK OF E L E M E N T S - a cubical iron box about two hands on a side, covered with vile sigils and signs of Chaos. The box is too heavy to hold outright. Placed down and the lid opened, a fragment of meteoritic iron within, twisted, seared, and ugly, slowly begins to redden. It glows because it sucks the vitality from nearby elementals; greater ones are able to move away from this horror, but lesser elementals are caught and extinguished. Open for a long time, the box drains everything within bowshot. Nothing grows in the area, no winds move there, no rains fall there, and the soil and rock turn to gray dust. It is said that some mages once could tap the power gathered by the box. But now the thing only destroys.
THE SHIELD OF SCALES - made of an unknown, lightweight metal, this large round shield is adorned with overlapping images of Balance scales on its face. It provides 30 points of protection, and requires STR/DEX of only 5/5. Attack damage done is knock-back plus 1D4+db.The commentary mentioning this weapon speculates that there is no magic in it and that it is no enchantment, but of superlative workmanship. The writer also records that battle does not mar the shield.
SLORTARS ALL-SEEING EYE - this powerful enchantment was probably meant for a Champion of Chaos. Inside a crystal orb floats a large, reptilian eyeball that swivels and studies with interest all around it. To use the enchantment, the owner must pluck out his or her own eyeball, and place Slortar’s Eye against the bleeding socket. The Eye will stick in place, the pain and blood stop, and normal binocular vision will be restored. If the owner is allied with Chaos, he or she can also see in total darkness, see through walls and surfaces up to a yard thick, sees and judge the approximatestrength of an entity’s POW in relation to the owner’s, see emanations from invisible beings, elementals, and spirits who are close at hand, and perceive the boundaries of magical barriers and fields. If the owner is unallied, or allied with Law or the Balance, the eye functions as a normal eye would. Each night he or she has dreams that are connected with Chaos.
THE SHIP OF UTERMOST MIST AND SEA this wondrous vessel is tall and slender, and obviously the work of immortal hands. Her rails, masts, and decks are exquisitely carved. The various woods are not painted, but are naturally the colors of the sea and sky-pale and deep blue, green and stormy gray. Her rigging is rayed, like the sun at dawn, and her full sails are as fat W and white as clouds. She needs only a -h
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Every eighth day he or she must receive a roll of Pow x3or less, or add one point to the Cham box. The orb is unkkable. In place as a person's eye, it cannot be discardedbut must be cut free.
succeeds. With either SUCC~SS,the cord then constricts and cuts off the victim's air supply. The attacker need not hold the cord to suffocate the target Thevictim'splayermustapplytheDrowning, Suffocationrules fromtherulesbook Failiigtheroll,thevictimloses1D6hitpoints eachround )The victim can attempt to insert a hand between cord and n& to
SPEAR OF RATIONAL VENGEANCE -thisshortspear is unremarkable m appearance except for the m w of Law engraved on the head.This weapon attacks only those who have committed serious crimes against Law. Thus stabbing a Champion of Chaos in thebackisnocrime at aU,but slaying a Champion of Law is a heinous and infamous deed condemnable for seven generations. In the former case, the spear would strike home for 1D6+l+db plus another 1D6 granted by the enchantment. In the latter case, the spear would twist aside and defeat attempts to do harm to the blameless target The gamemaster could indicate what is happening attack by attack, but the user would have no sure way to know what would happen, except in a battle against Chaos.
protectthe airway. Simulate this by matching STR:STR 24 on the ResistanceTable. If successful,he or she lases no more hit points, but has only one hand available. The cord does not loosen. )The victim can attempt to break the cord (STR 40). Match STR:STR on the Resistance Table. Once the cord breaks, all magic flees.
The cord continues to strangle until the victim dies. Once dead, the dreleasesfromthecorpseandwriggles likeasnakeback to the attacker, ready to be used again. TRI DENT OF TH E WYRM -this legendary symbol was lost during the civil war that destroyed Hhui'shan. It is made of an unknown * silvery metal, with cavorting sea serpentsengravedinthehafLFmthethreebarbstothe tip, it is about three yards long. By standing at the shm, calling upon Straasha,and presentingthe trident to the sea, a giant w y m (sea serpent) appears. It allows the wielder to ride upon its back 'Ihe holder of the trident must have a destination in mind when calling the wyrm, and it will travel to that location only. The wyrm appears in 1D20 minutes after the appeal begins. One wyrm can be called at a time. This enchantment does not grant communicationwith the wyrm, nor will the wyrmperform any other activity on the wielder's behalf. UNHOLY HAMMER -it is a great hammer cast entidy from iron. upon close inspection tiny Cham symbols can be seeneverywhereengraveduponit.Whenusedagainstinanimate objects,such as a door or shield, the hammer does damage of lD10+3+db+lD8. Against a person or other living creature (demons included), it does ordinary damage only, of 1Dl0+3+db. Count armor worn and weapons Currently being used as part of a living individual. If struck while not beiig used, treat such items are inanimate and take heavier damage.
S PI RIT DACCE R -of exquisite Melnibonh worlananshiP, this ornate dagger allows the wielder to stab at and weaken materializedghcsts and spirits as though they were physical beings. Match M€" for
each swing: only a success allows the Power drain. Each successful attack costs the entity 1D6 POW. Used against the living, the dagger becomes ethereal, passing through a target without damage to body or spirit. An entity who lost all Pow because of spirit dagger wounds would dissipate and leave no traceof itself. STONE-FORM GAUNTLETS - an earth m e is prominently embossed on each of a pair of gloves. The soft brown leathem are always the size of the last person who w m them, but they expand or shrink to acmmmodate whomever next puts them on. When wom, the gauntlets let the wearer rearrange or sculpt stone without tools,as though thestone is clay. The stone must be touchable to be malleable. To produce items of artistic merit, the user of the gloves must also have the skill Att (Sculptme), but anyone could use the gauntlets to dig through a fortnm wall or tunnel through a mountain, Grome permitting. Though they are termed stone-farm,these gloves canbe used to manipulate any materials within Gnrme's provenance, from sand to obsidian. The larger the project undemken, the wiser it wouldbetoseekGnnne'spermissim. STRANGLE CORD -a length of black silk cord two yards long. One end is sewn back upon itself, to make a smooth tight loop. "his enchanted weapon can be thrown at a target, or be slipped over his or her head by hand. Balled up and thrown,the attacker needs a sucmssful "brow roll to hic if it hits, it slip mund the neck automatically.If slipped over the head by hand, the attack automatically
WEB OF SORROWS - This small seine net is of a fine mesh, the weight and strength of spider silk. It cannot be bmken or cut, nor is any known spell or demon able to defeat it. Thrown to or near a target, the net magically constricts around the target and cannot be dodged or outrun. The victim takes no damage unless the net is commandedto kill what is inside it. kft within, the net causes the victim every day to relive the grief of his or her life. Roll against the net's POW 24 each day. If held captive in the Web of Sorrows for a week, the victim goes mad from such reflections, and can then be set free to wander the world Sanity may or may not some day retum
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14 chapter
discwsing another sort of book, this new
k i d also and the
do with magic, gods, things of the spirit, glorious panoply that binds the jMillion Spheres.
having to
-a
An important role in the sorcerer's trade, for they protect and augment his or her most valuable commodity, knowledge. Of particular value to sorcerers are two sorts of books, the grimoire and the tome, which contain spells, notes for summoning particular demons and elementals, useful invocations, unusual recipes for magical potions, and much more. They can also be sources of information for arcane subject areas such as the Million Spheres or the Unmapped East, the last recorded locations of enchantments, and the lives and demises of forebearer sorcerers. Sorcerers are commonly familiar with grimoires. A grimoire is a collection of spells, summonings, formulas and invocations, and every sorcerer keeps his or her own close at hand and carefully guarded. As an easy source of incantations, these books are highly valued by adventurers, and sorcerers likewise go to great lengths to hide them. The theory and application of the grimoire is detailed in the magic chapter of the Elric! rulesbook. A tome is a manuscript umceming a particular, usually obscure subject. Rather than adventuring, some sorcerers spend years on research, cataloging plants growing in the Forest of Troos, delving into the politics of the Elemental OOHS PLAY
Great Houses, exploring among the Million Spheres, researching new spells, or summoning new demons. These extensive notes are not necessarily related to magic, and do not have the grimoire's game function. A tome increases the reader's skill in Million Spheres, Physik, Potions, Natural World, and the like. It may or may not contain magical knowledge; if the previous owner ran short of paper while reading it, he or she probably scribbled notes all over the manuscript. Printing does not exist in the Young Kingdoms, but manpower is cheap, and demon-power is even cheaper, so many copies of esoteric tomes may exist, each incorporating marginalia as it had evolved when the tome was copied. Each tome is handwritten. All illustrationsand diagrams are handdrawn. The hand that composed the manuscript can be difficult to read and to understand, since successive generations create new terminology and different frames of reference. At the height of the Bright Empire, Mehibodan spellcasters submitted tomes to the Imperial Library, as a form of self-promotion and self-aggrandizement. There young adepts could copy entries into new grimoires, and an army of scrivener-slaves handcopied manuscripts for wealthy sorcerers. As the Dragon Isle declined, so, too, did the spread of magic tomes. When wars and rebellion forced the retreat to Melnibone, many books were burned, and many more were buried in the rubble, but a few were captured.
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TL Realm's c$Iecl
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READING AND USING TOME5
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Given ten millennia of magical expertise, Melnibonean sorcerers naturally have produced most arcane books. A small number of books originate from Quanhaasatim, Dharzi, and/or proto-Melnibont5an writers. Within the last four centuries, tomes have been written in 'pande and Common, though the best tongue for things magical remains High Speech. An adventurer must be able to read the writing in a tome to gain any benefit. Roll for
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T o m e s reverence, due to its anti-Law sentiments and the divinely irrational incidents that occur. This book would be burnt wherever Law holds sway. ThetomemightintroduceeitherCoredonortheDukeofSar. Whether or not the book contains useful infomation, it could misinform readers because of its exaggemtig and because it apparently does not take place (or at least has not taken place) in the Young Kingdoms.
understanding in the language if the reader possesses less skill than INT x5 percentiles in the necessary language. Just as with grimoires, a tome’s information may be incomplete or misstated, written in code, worded cryptically, or warded to protect against thieves. Measurements, references, and other details may be impnxise and deceptive. This sort of protection is part of the reasonthat learning magic takes time to accomplish. For every three weeks, in game time, of study, the player can attempt to roll INT x l or less on a D 100.With a success, the spell is memorized, or the concept has been grasped. Make the necessary changes to the adventurer sheet to reflect this.
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ARCANE KNOWLEDGE itholdstwoLawfulspells which nearly slay poor Coredon, though the spells are incomplete and require much more research than they seem to. It may be that they do not perform at all on the plane of the Young Kingdoms.
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LOCATION adventurers might find this tome in one of the libraries of Cadsandria, tucked away among hundreds of other books, or collecting dust in some scholar’s study. It is such a humble volume that it would be a challenge to notice it. Once found, the book might attract the attention of one or more of the many philosophers and freethinkers in Argimiliar. Such a rare oddity might have value as a collectable. Agents of Law from Lormyr, still skulking about the kingdom, would want to destroy the book once they learned of it. If found during the reign of the puritanical King Hozel, the tome would be burned along with the discoverer.
T
HE INFORMATION BELOW consists of the title, followed by the language in which the book is written and the author’s name. A description of the subject then follows, along with notes for the gamemaster providing additional information about the tome. Also included is information on the number and type of spells the book contains. Concluding each entry is a section suggesting a location for the tome. This is done as a convenience for the gamemaster, and is not meant to be restrictive, nor even refer to the historical background. He or she should locate a tome wherever it suits the episode or campaign.
The CJFs of Discord RllTEN IN MABDEN by an unknown Pan Tangian priest of Chaos. This book contains instructions for the worship of several Chaos Lords,Count Mashabak, Duke Teer, and M u o r in particular, schooling worshipers in the rites and the benefits of worship that they may receive. COMMENTS - an adventurer might choose one of these gods as a patron, or even decide to found his or her own cult and become the high priest. Adventurers could also find themselves opposed to a Champion of Dukes Teer or Eequor, and in need of further information.
The AdveJures of Coredoh RITTEN I N C O M M O N anonymously (Coredonof the South, issue 4, vol. 12.). This tiny book tells the tale of an adventurer, one Coredon, who battles overwhelming authority in the name of justice. The black text is amazingly uniform, like rows of teeth, and perhaps was produced by magic or in another sphere. It is unclear if the stories they relate are true. The dog-eared pages are flimsy, and the binding (two bits of wire bent back on themselves) is broken. There are no protective boards. Fanciful art decorates the first manuscript page, which is thicker and smoother than the rest. Coredon is a name unheard in the Young Kingdoms. This book involves Coredon in a battle against his arch-enemy the Duke of Sar, a Championof Law. The Duke orchestrates a number of dangerous challenges, both mental and physical, which Coredon overcomes. Eventually, the story reaches a climax with the Duke of Sar leading an army of strangely clad warriors armed with lightning-wands against Coredon and a small band of loyal followers.
ARCANE KNOWLEDGE - contains 1D8 invocations to Mashaback, Teer, and Eequor, including one reputedly effective nearly a third of the time.
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LOCATION currently this tome is in Vilmir, possessed by a minor cult, the Cult of Shadows, devoted to Duke Teer. Penalties for membership in this cult, imposed by the Church of Law, are severe, yet the cult continues to exist. It is led by the charismatic Brother Titus, whose public persona is that of Bertram, a captain of privateers. To most of its members, the Cult of Shadows is a rebel movement opposing the tyranny of the Church and committed to independence and freedom of expression. Few in the group know of Titus’ loyalty to Teer. Brother Titus attempts to recruit nobles to the cult, thus increasing his influence. Cult rites include wild dancing and
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COMMENTS though this tome is filled with hyperbole and lurid details, many owners have treated it with
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debauchery, and the ritual roast and consumpution of a wild boar stuffed with fragrant narcotics. Titus/Bertram lives on his ship, docked in Jadmar. Cults of Discord can be found among his possessions, bound in black pigskin. Loyal cultists pose as crew and guard the ship. The Church of Law knows of Titus, but hopes to be able to incriminate more members and seize their lands.
COMMENTS Saris Dym’s notes cover the proto-Melnibankans, and the Lawful race they found on the island that would eventually become Melnibonk. Legends of their origin, their customs and culture, and their adherence to the Balance are contained in these books. Melnibonkans found his work fantastical, if not treasonous. Nonetheless, at least twenty-seven copies of earlier versions of this set have been made, including two for the Imperial Library.
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ARCAN E KNOW LEDGE 1D3spells are scribbled in the margins of the original, and Summon Demon is known to be there. In addition, the original books contain information for summoning two knowledge demons; this information is sometimes missing from copies. The text also likely imparts 1D8 points each in Young Kingdoms and Art (Melnibonkan Culture).
U
NSEEN A N D UNGUESSED-AT by any other than the Emperors of Melnibonk, the Zncuntations After Death are a prized state secret, unknown to sorcerers and gods alike. They are written on a scroll or scrolls, and are IT’S most closely guarded treasure.
LOCATION - the only complete version of these books are in A’sha’hiian, where their author left them, and no Melnib a n k ever made the trip to sad, forgotten A’sha’hiian to discover what happened to the sorcerer-historian. Adventurers might stumble on upon a reference to Saris Dym and his work in another tome, or perhaps a sorcerer hires them for an expedition to the ruins.
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the Incantations are written on unCOMMENTS earthly metallic paper and bound with strands of gold. They may date from the time of Rlin K’ren A’a, but their purpose suggests a later period. They contain the only complete instructions on creating a false soul capable of fooling a Lord of Entropy, insuring the soul’s continued existence on the Young Kingdom’s plane, and reaching the Forest of Souls.
T h e Ked Book of W o e
ARCANE KNOWLEDGE -necromantic spells appropriate for Melnibonkan sorcerers, such as Spirit Bind, Speak with the Dead, and Exorcism, but primarily the four surpassingly rare spells necessary to the concealment and transference of souls: False Soul, Spirit Vessel, Soul Transfer, and Accumulate Allegiance. See the Necromancy chapter for more.
RllTEN IN HIGH SPEECH,buttheauthoris unknown. A weighty tome with glistening red covers of dragon skin and black iron clasps, this book covers all aspects of torture. The handwriting is cramped and spidery, and blood spatters adorn some of its pages. With chapter titles such as “Subtler Tortures,” “Anguish of the Heart and Mind,” “Excessive Assaults,” and “The Balance of Pain and Pleasure,” this grimoire has been read by every Chief Interrogator. Many Melnibonhns find this book of interest, and have good copies.
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LOCATION hidden. These incantations are prized by Mehibonk’s emperors, since they present a way to enjoy the benefits of Chaos in life, and then to escape servitude to Chaos after death. “hey are hidden and defended within the emperor’s libmy, m the Tower of B’all’nezbett, m Imnyt The scrouS are kept in an ebony chest magically locked; the chest is rendered invisible; the chest is locked in a hidden vault which can only be opened by one who wears the Ring of Kings. Much magic defends this particular place.
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COMMENTS in addition to the Melnibonhn original, a Mabden translation was made in Pan Tang. Like the original, the book’s cover is red. This version is less elegant than the original, but the translation is accurate and knowledgeable. With extended study, the detailed anatomical drawings in either version add 1D6+2 percentiles to the reader’s Physik skill.
T h e Inscriplions of A‘sha’hiian
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RITTEN BY SARIS DYM, a Melnibonean sorcerer, in High Speech. Five large notebooks bound in unadcnne!d black leather compise the set. In these books Saris Dym recorded every inscription he could read or reco~lst~ct m the ruined city of A’sha’hiian. Many inscriptions meritedlong commentaries, some extended (for lack of space in the original book) into later books in the series. Saris Dym had an interest in the early history of Dragon Isle, atypical for a Melnibonhn. He focused on the city of A’sha’hiian, to understand the proto-Melnibonkans and the original inhabitants of the island. Eventually he moved to the ruined city to better conduct his research and was never seen again.
ARCANE KNOWLEDGE - containsseveral spells, including Agony, Stench of the Grave, and Terror. Understanding this book adds 30 percentiles to Art (Torture.). LOCATION - the Mabden version is in the hands of a Pan Tangian sorcerer in Dharijor, one Hassar Guo. An agent for the Theocrat, he is creating a network of spies. Who he cannot trick, he tortures. The fortified building in which he lives is welldefended by mercenaries, but they are dismayed by his proclivities. The Melnibondan original is chained within the offices of the Chief Interrogator, and is the property of whoever holds that job.
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-the original’s leaves and edges are s
The coveted original is in the scriptorium of Tannis the Dusty, who lives in a small desert tower near Vador. A Lawful man, he has spent most of his life attempting to fix the location of Tanelom solely through the exerciseof logic and research. A retired bodyguard and friend performs menial tasks around the tower, protecting the library while Tannis pursues his studies. The guileless pair amuse the Sighing Desert nomads. Every few months a small caravan arrives from Vador bearing supplies and freshmanuscripts, for which the two trade goods fromthe nomads and the U r n @ East.
sharp as razors.Lacking a roll of DEX xl or less, the turnof a blood-stained page costs a hit point-it’s a job for slaves.
The
Rule of Law
R I T E N I N COMMON BY an anonymous Cardinal of Law, perhaps the ill-fated Delaric of Old Hrolmar. The cover of this book is pure white and as cool and smooth as glass. The raised, unyielding arrow of Law is e m b h e d on the cover. The ambitions of the Courts of Law are the subject, and this tome includes a short chapter discussing and praising each of nine Lords of Law.
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WARDS, TRAP5 the original tome is embossed with a Rune of Alarm and a Rune of Fire, so arranged that the fire rune comes active only if the alam rune is tripped.
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COMMENT5 thii manuscript summarizes the aims and beings of most righteous Law, and includes a summary of long-famous Champions of Law. A ritual included can remove a point of Chaos allegiance every t h i i month. For allies of Law who read this book, add one point to Law.
Sfanding Sfone of tIyacynFh
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N E 0F T H E many standing stones erected by Melniboneans in villa gardens or other places of aesthetic delight, to record sorcerous knowledge in a private, convenient, and artistic fashion. Most such stones in the Young Kingdoms were smashed into fragments during the wars of rebellion. This stone is three yards tall, covered in diagrams and High Speech inscriptions.Time and weather have obscured some information. Erected by an unknown sorcerer, the standing stone records much of the complex gestures and songs needed to open a way to another world.
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ARCANE KNOWLEDGE includedareritualsproper to the worship of the White Lords, and an argument in dialogue form between one Thristus and one Kalembis concerning the use of magic and how Law can and should countenance the existence of Lawful spells.
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LOCATION The Rule of Law can be found with Myshella or any Champion of Law. Libraries of Law often have copies. It might also be given as a gift to a playercharacter Champion of Law. WARDI, TRAP5 - touched by an ally of Chaos, the book sounds a loud and strident chime.
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COMMENT5 the script of the Standing Stone of Llyacynth can still be read in the light of the full moon.
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A RCANE K N0W L E DG E the stone recapitulates in High Speech most of the information needed for the spell Chaos Gate.
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LOCATI0N not known, but in the hinterlands of Melnibone, probably in the Meadows of Lassitude. Those who approach the stone are overcome with strong feelings of sadness and abandonment. Stories claim that Llyacynth left behind her lover when she activated the stone and journeyed to another sphere. Though he waited for his one true love, she never returned. In his grief and anger, he placed a curse on the stone.
RITTEN IN HIGH SPEECH by Talador. Bound in purple leather with decorative silver nails. lhis tome is a perfect primer forthe aspiring mage. It contaim infomution ontennnaes,how towlite t h q n o t e s on their form, and a M o n ofthe effect of each rune. Runes listed ale AdlnCmitim, Alarm, Benign purity, Bewilderment, Commad, Defense, Fii, Ice, Redactim, and Secrecy.
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COMME NT5 three good copies of the original Runes and Glyphs exist in the Dreaming City, and these copies are almost as reliable as the original. Later versions are often unreliable because the runes have been copied by people without magical ability.
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WARDI, TRAP5 a form of the spell Chaos Gate is recorded here, promising a pleasant journey. But those casting that spell here are stripped of knowledge of it once on the other side, and stranded there. Thus other lovers will be forever parted, as was the creator of this stone forever separated from his beloved Llyacinth.
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ARCANE KNOWLEDGE from a poor edition, a SOTceretmight glean 1D4-1 workable runes.With the original or oneofthep.imarycopies,a sorceret can 1eamall tenrunes.
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T h e Sword an4 K e
LOCATION with m y inferior copies floating about, it is not hard to find some information about runes. The adventurers would likely acquire one of these undependable editions from another sorcerer’s library. The best copies might be owned by powerful sorcerers or forgotten in the collections of Imrryrian nobles.
Chalice
A,
MYITERlOU5 BOOK WRITTEN in Common, ttributed to a Jared Cortnay, about whom nothing is known. Sometimes the handwriting is neat and easy to read, while in other places it is illegible, as though different people
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wmte the book nK subject of the tome is someone known as the Champion Eternal and chmnicles many of his or her adventures. This champion goes by many names and has many faces, such as Dorian Hawkmoon, Erek&, and Sheera of the Ittakki. Some sorcerers takethe book to be allegorical, or a mere tale, while others fathom no meaning from it at all. AsuccessfulIdea roll begins to sort truth from fancy.
The work is a record of travel across two alien worlds, Miridain and Vexia. Entries discuss the ecology, cultures, and politics of those inhabiting these two worlds. Of particular interest are Nirij 'ean's descriptions of political intrigue between the ruling families of these spheres. The fabric between Miridain and Vexia was weak enough to allow easy travel. At first, both spheres traded peacefully. As time passed, suspicion grew, fostered by agents of Chaos who sought to weaken both worlds in order to further the dominance of Chaos. Subsequentassassinations, treacheries, and daring espionage make exciting reading. At the time of writing, the two worlds were hostile towardseach other, but war had not brokenout,
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COMME NTS the story twists and turns, amidst a profusion of writing styles. Blocks of pages are empty, as though the author(s) intended to fill them in later. Oddly enough, these sections have chapter titles, like "The Albino Emperor" and "The Silver Warriors." Some stories end abruptly, unfinished, as though no outcome had been chosen. No one in the Young Kingdoms knows who or what the Eternal Champion is.
COMMENTS - these books introduce the setting of Miridain and Vexia. Adventurers may find themselves in the middle of a protracted war, or ominous tensions among a dying peace, or could find only survivm and rubble. nKo worlds hang in the balance between Law and Chaos; will the adventmm Muence the outcome? The details of Miridain and Vexia are left to individual gamemastem.
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ARCANE KNOWLEDGE thebookholdsclues concerning lDlO spells and 1D3 summonings of individual demons, but while it is useful to know that certain effects or demons can be had, months of work remain for a knowledgeable sorcerer to create spells and summonings from such stuff. The last known locations of 1D3 enchantments are also recorded.
ARCANE KNOWLEDGE - this set increases the reader's Million Spheres skill by 1D2 percentiles. Either the first or the second volume contains the spell Chaos Gate quipped with the necessary information to reach the two spheres and to be able to cross between them. Nirij'ean mentions that most of his magic does not work in either sphere, but does not instance either failures or successes.
Interlaced with the epic saga, the reader also finds references to the struggle between Law and Chaos and the existence of other spheres. Anyone reading the book can increase their Million Spheres knowledge by a percentile.
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LOCATION these books could be owned by a Champion of Law or of the Balance, both using these records to plan a full intervention against the machinations of Law.
LOCATION Lyrus Sharpeye, a merchant in Menii (known around the docks as Lyrus Tightpurse or Lyrus the Thief), has a copy of this book in his shop, but does not know its value. He is a careful little man who dresses in fine velvets and brocades. Though he conceals a dagger within his sleeve, he would be terrified to use it; he depends for protection on two bodyguards who accompany him everywhere. This copy of The Sword and the Chalice is bound in plain brown leather embossed with a waxing quarter-moon.
A Traveler's %le RllTEN IN COMMON, in probably six folio volumes of 200-300 pages each. An anonymous author, thought by some to be Cran Liret, penned these diaries or logbooks, each handwritten and bound in silver and silvered leather. Several thousand entries relate adventures and travels through the Young Kingdoms, in search of magic, dark knowledge, and fine jewels.
Along with his bolts of Lormyrian cloth, pottery from Tarkesh and barrels of wine from Argimiliar, Lyrus keeps a small collection of books. The books never sell very well, and Lyrus is eager to be rid of them. However, should anyone express too much interest in his books, he would suspect a profit to be made and would increase the price, or remove it from his shop and try to fmd a more suitable (wealthy) buyer.
A T a l e of Two Sbheres
C i r i m o i r e
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COMMENT they are also a valuable survey. In noting flora and fauna, several of these books discuss locations in the Forest of Troos, the Marshes of the Mist, and the Chasm of Nihrain. Allusions and circumlocutions make for slow reading. ARCANE KNOWLEDGE - Each book contains 1D2 spellseach, from any spell list, for a total of 6-12 spells for the set. A few of the spells attributed to Cran Liret from the Spells of Augmentation would be appropriate. At the gamemaster's discretion, the tomes also increase the reader's Young Kingdom's skill and Natural World skill by 1DlOX. This is a one-time benefit. If these are the personal journals of Cran Liret, there may also be hints about spells on which he worked, or about enchantments that he found.
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T I I W R ITT E N I N High Speech by Nirij'ean, "Master of Lament, Knight of the Crystal Orchid," a Melnibonh sorcerer, adventurer, and dilletante. There are two volumes, similarly bound in worn brown leather. The interior pages are inked in blacks, reds, and blues of various hues. Very wide outer margins allow plenty of room for notes.
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LOCATION the library vault at the University of Cadsandria contains volume three, the only lmown volume. The rest might be anywhere.
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Black T o m e
R l l T E N IN MABDEN by sorcerer Torquar Vengir. The boards and spine of this grimoire are wrapped in human leather and a flayed, preserved human face is stretched across the front board. The tome includes a clear and concise explanation of necromancy as practiced soon after the Mabden came to Pan Tang. Dense annotations by later readers have bloated the most recent copies of the work, but these annotations also include several spells not in the original. COMME NTS with a successful research roll and a successful Million Spheres roll, the reader can puzzle out the process for the spell Raise Zombie from Vengir's research notes, as well as a few others.
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briefly surfaced not long after F'ikarayd won its depedmx. Several forged q i e s have been ckulated. COMMENTS - several Pikaraydians sorcerers looted Melnibonkan summer villas and tower retreats in that land before soldiers could reach them and raze them. This book may contain incantations typical to Melnibonkans.
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ARCANE KNOWLEDGE the one useful version of this tome contains 1D4 rulesbook spells and 1D4 spells from this book
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LOCATION the White Book of Chalal is held by a 200-year old liche. Calling himself the Will of Chaos, he lives at the center of a web of agents, mercenaries, and Champions of Chaos operating from the Purple Town of Utkel. He, or one of his Champions, currently holds it. The Hierophant wants this tome, and is said to be willing to pay well if presented it.
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ARCANE KNOWLEDGE ifthetextisrelativelypure, also add 1D3 Million Spheres after finishing this volume.
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LOCATION a recent copy in excellent condition is owned by Ogana Longfiiger, a philosopher at the court of King Jiku of Argimiliar. Ogana is one of many sycophants vying for the attentions and of the king, and the accompanying wealth and prominence. Wielding considerableinfluence at court, she is considered one of several important advisors to see to get things done. She keeps VengirS Black Tome hidden somewhere in her apartments. Its spells have done away with rivals, and has tumed some into zombies. King Jiku knows of her ~ ~ r c epowers r ~ u and ~ secretly fears her. Perhaps the king wants hired a d v e n m to rectify the situation. WARDS, TRAPS if anyone not allied with Chaos opens Ogana's copy, the face animates, screams, and attempts to bite off a finger (80%, damage 1D2+1). Armor and gloves protect against this damage.
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The WhiFe Book of ChaIaI
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ERE ARE TOMES and grimoires whose details could be established in play.
THE BLOOD BOOK OF SHAZAR - a grimoire containing Dharzi spells, as well as instructions for discomforting specific Beast-Lords, Plant-Lords, and Elemental Rulers. TAREKS STAFF - a wooden staff carved with Common tongue letters; they transliterate Lesh prayers to the Balance.
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THE LEXICON OF CHAOS this tome discusses the Lords of Chaos, the Higher Realms, and the goals of Chaos. It may also contain several spells. BOOK OF FI REY KNOWLEDGE - the grimoire of a Melnibonkan necromancer who lived during the reign of Sadric XXXIX.
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ELISSARS CODEX conjectures about the Great Houses of the Elements. May include spells of the elements as well as invocations.
R I V E N IN COMMON by Kalvan Grimeye, a human sorcerer, not long after Lormyr won independence from Melnibonk. The book relates the conflict honestly, and summarizes Pikarayd's role. Strongly nationalist in tone, it depicts Pikaraydian valor and bravery, and Lormyrian incompetence. When Lmmyr seized F'ikaraydand proclaimed it a pvince, this tome was banned. It was thought lost for many years, but
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GALVlN'S BOOK this grimoire once belonged to a Pan Tangian Champion of Chaos, and includes some spells unique to Pan Tang. TOME OF THE YELLOW SECT - a tome of magic mentioned in legends of buried Quarzhaasat, perhaps still read in the Lost City.
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A'sha'hiian 66 Abomination 25 Afterlives 17 Argimiliar 65,69 Arioch 7,18,24
Em-%-Ball'nezbett 23,66
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Balance 7 8,18,26,31,59,61 62, 68 Bane ofthe Black M, The 17.24 Beast Lord 10 Bright Empire 6,18 Brother Titus 65
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Cadsandria 65,68 Chang Shai 8 Chaos 7 8,14,17 18,20,22,26, 31,33,36- 37,59,61 -62.68 Chaos Fleet 18 Chaos Points 9 10 Chardms 19 20,28 Chasm of Nihrain 68 Church of Chaos 57 Conversations With An Ancestor 19 Coredon 65 Count Mashabak 65 Craft 9 Cran Uret 6,16,68 Cult of Shadows 65 Cymoril7
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Dead Gods 17 Delaric 67 Demon Abilities Adhesion 50 Ball Lightning 50 Blast 51 Cat-Stalk 51 Chameleon 51 Chaos Spume 51 Darkness 51 Dematerialize 52 Divisible 52 Drain Intellect 52 Drain Musde 52 Emote 52 Empathy 52 Exhale 53 Extra Eyes 53 Heat Sight 53 Howl 53 Insect Eyes 53 Leech 53 Portage 53 Remember 53 Scent Emotion 53 See 14
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Seer 14 See Sound 53 Soul Track 56 Spit Matter 56 Spray Venom 56 suture 58 Telekinesis 56 Demon Abilities -Combined Table 54 Demon Individuals Hiramaak 48 Mandu 48 Va'ar Zeen 49 Vir'eel 49 Demons 15 Blood Beetle 43 Braakh 42 Chi'haar'o 43 Ghassht 44 Kejaar 44 Kir 44 Kuntakka 45 Nomos 45 Ohmbatta 46 Roop 46 Sklar 47 Soekal47 TaraaKShu 47 Z'zzumm 48 Dharijor 66 Dharzi 17,25,64 Dhoz-Kham 7 Dorian Hawkmoon 68 Dreaming City 18 Drinij Bara 24 Duke of Sar 65 Duke Thraal65
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F Forest of Souls, The 18,23,24,26,66 Forest of Troos, The 64,68 Fortress of the Pearl 52
Ghouls 27 Grimoire of Unholy Knowledge, The 19 Grome 31,61
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Eequor 65 Elemental Rulers 10, 18 Elementals 13, 15, 25 ElriC 6 7, 17, 23,27, 30,40,60 Elric of Melnibone 7,30,40,60 Enchantments 57 A Great Sword of Law 60 Arioch's Golems 57 Axe of Justice 58 Badge of Barbaric Confabulation 58 Badge of Lawful Devotion 58 Badge of Talador 58 Cloak of the Wolf 58 Clockwork Songbird 59 Clockwork Spider 58 Clockwork Warhorse 59 Clockwork Wolf 59 Cube of Infinite Regret 59 Difference Stone 59 Dragon's Smile 60 Flaming Armor 60 Goad of Hell 60 Lamp of Righteous Revelation 60
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Lethargic Broadsword 61 Marble Rlng 61 Mirror or Suasions 61 Oath Stone 61 Pearl Ring 61 Pendant of Fire 61 Quicksilver Falchion 61 Sapphire Brooch 62 Shadow Cloak 62 Silk Armor 62 Sink of Elements 62 Slortar's All-Seeing Eye 62 Spear of Rational Vengeance 63 Spirit Dagger 63 Stone-Form Gauntlets 63 Strangle Cord 63 The Deck Harmonious 59 The Lethargic Broadsword 60 The Shiled of Scales 62 The Ship of Uttermost Mist and Sea 62 Trident of the Wyrm 63 Unholy Hammer 63 Web of Sorrows 63 Erekose 68 Eternal Rose, The 23
Hassar Guo 66 High Speech 24,58,64,67
IncantationsAfter Death 6,23
Jharkor 10
K King Hozel65
Lady Scarsnout 23 Law 7 8,13,17 18,26,31,36 37, 61 - 6 2 , 6 7 - 6 8
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Learning the lncantellons ARw Death23
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Limbo 17,23,26 27 Lords of Chaos 10,14,18,23,32 35,
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40,65 Lords of Law 10.23 Lords of the Higher Worlds 17,24 Lormyr 65,69
m Magic Points 8 Marshes of Mist 68 Mashabak 24 Meadows of Lassitude 67 Melnibone 7.17 18,23,28, 32,40, 52,64,66,69 Menii 68 Million Spheres 7,23,32,64.68 Moorcock, Michael 23 Mummy 28
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Necromancy 6 , 1 7 18 Necromantic Mishaps Table 19 Necromantic Spells Accumulate Alleigance 25,66 Animate Limb 20 Animate Skeleton 20,29 Army of the Dead 20 Chardros’ Eternal Gift 20,28 Create Abomination 20,25 Death’s Embrace 21 Entropy 21 Exorcism 21,66 False Soul 23,24,66 Lure Spirit 21 Necrology 21 Possession 22,24 Raise Mummy 22,28 Raise Zombie 22,69 Soul Transfer 24,66 Speak With Dead 66 Speak With The Dead 22 Spellbind 22 Spirit Barrier 22 Spirit Bind 22,66 Spirit Vessel 23,24, 66 Summon Ghoul 27 Stench of the Grave 22 Summon Ghoul 23 Transfer Soul 23 Necromantic Spells tist 21
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’pande 64 Pan Tang 17,19,21,29,65 66,69 Pikarayd 69 Pi0 32 Plant Lords 10 Polteqjeist 26 Pyarayl8
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Quarzhasaat 64,69
Revenge of the Rose, The 24,64 Revenge of the Rose. The 23 Ring of Kings 66 Ring of Kings, the 23 Rulesbook Errata Demon Summoning Procedures 41 Errata For Demons 41 Rune 8 9 Runes 6 7 Advantages and Disadvantages 7 Breaking Runes 9 Conditional Triggers 9 Duration and Decay 9 Effects on Entities 9 Hell’s Sharp Flame 16 Interpreting Runes 9 Learning Runes 8 Materials and Designs 8 Multiple Forms 8 Names and Shapes 10 Placement Exclusions 8 Rules of Placement 8 Rune of Admonition 10,67 Rune of Alam 10,67 Rune of Benign Purity 10,67 Rune of Bewilderment 10, 67 Rune of Chaos 10 Rune of Color 10 Rune of Command 11.67 Rune of Confinement 11, 13, 15 Rune of Defense 11,13,15,67 Rune of Fire 11,67 Rune of Ice 12,67 Rune of Invisibility8, 12 Rune of Law 13 Rune of Protection 13 Rune Of Recall 13 Rune of Red Horror 13 Rune of Redaction 13,67 Rune of Righteous Entry 14 Rune of Secrecy 14,67 Rune of Shuttered Night 14 Rune of Slumber 14 Rune of Softening 13 14 Rune of Strength 13 14 Rune Of Truth 15 Runic Breath of Life 15 ~ Runic , , Cloak ~ -of Cran ~ ~Liret~16 ~ ~ ~ Runic Hell’s Armor 16 Runic Hell’s Bulwark 16 Runic Membrane of Law 16 Runic Pox 16 Summary of Runes and Spell-Like Runes 12 Triggering Rune Effects 9 Triune Rune of Protection 13,15 Triune Rune of Truth 15 Unknown Runes 9
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~ , ~ ~ Oin 8 Old Hrolmar 67 Org 21.27
Saxif D’Aan 18,23,27
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Sadric 17,23 - 24 Sailor on fhe Seas of Fate, The 23,27 Saris Dym 66
scribe 9 Sighing Desert67 Skeleton 29 Spells Affliction 30 Agony 30 Animal Friendship 31 Babble 31 Banish Tumult 31 Beckoning Earth 31 Befoul 31 Blessings From Arioch 31 Bonds Unbreakable 13 Bounty of Straasha 13,34,61 Breath of Death 31 Breath of Life 8 Candle Stripling 31 Captive Slumber 31 Chaos Gate 32 Chardros’ Depletion 24 Contribute to Truth 32 Cuse of Chaos 60 d‘Akaal43 Deftness of Cran Liret 32 Demon’s Ear 14 Demon’s Eye 14 Diminish Demon 32 Dreams of Poisonous Love 32 Ebon Tomb 33 Fatigue 33 Flames of Kakatal13,61 Frailty From Hionhurn 33 Fury 13 Gift of Grome 13,33,61 Glome’s Grasp 3 3,s Guide Air 33 Guide Earth 33 Guide Fire 33 Guide Water 34 Guile of Cran Liret 34 Heal 28 Healing Trance 34 Hell’s Bulwark 8 Hell’s Hammer 16 Hell’s Razor 16 Hell’s Talons 16 Hells Hammer 29 Ignorance From Slottar 34 ~ Itch 35 Kakatal‘s Clasp 35 Lassa’s Embrace 35 Law’s Disdain 35 Lawful Sleep 35 Lethargy from Vezhan 35 Liken Person 35 Liken Shape 13 Liken Substance 35 Mabetrode’s Shield 35 Make Fast 13 Make Whole 13,37 Midnight 13 Moonrise 13 Morality 36 Muddle 13
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T h e Obscure 36 Portent 36 POX 13 Quick Healing 36 Rat Vision 14 Reflection of Law 36 Refutation 13 Render Blank 37 Resolve of Iron 37 Rolling Brilliance 37 Sailing to the Spheres 37 scry 37 Sharing Hen 37 Shatter 37 Soul of Chardm 20,24,28 Soul Sight 14,21,24 Soul Transfer 24
B r o ~ z e G r i m o i r e Spells of Augmentation 16 Straasha’s Hold 37 Summon Elemental 61 62 Tariff of Law 37 Terror 40 Track Soul 24 Truth of Love 40 Understanding 40 Undo Magic 30,37,40 Visage of Arioch 31 Void From Chardros 40 Weakness From Mabelrode 40 Wlll of Then140 Wings of Lassa 13,62 Wisdom of Slortar 35 Witch Sight 13 14,21,24 Spells Combined Summary 38
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Spells Categorized 36 Sphere of Law 18 Straasha 60,63
T Tanelorn 7,67 Text 19 The Bronze Grimoire 6 The Ship That Sails on Land and Sea 62
Theocrat of Pan Tang 66 Tomes 64 A Tale of Two Sphems 68 A Traveller’s Tale 60 Adventures of Coredon, The 65 Blood Book of Shazar, The 69 Book of Firey Knowledge 69 Elissat’s Codex 69
NECROMANTIC MISHAPS TABLE When castrng Animate Skeleton, Cmete Abomination, Raise Mummy, Raise Zombie,or Summon Ghoul, first attempt a Luck roll. Failing or with a msuit of 00, roll DlOO on this table. Accept the following mishaps, or create your own. m8Ufi
etbct or consequence
01
Creature lifts its head, tells you a secret from beyond life’s curtain, then slumps in death. It cannot be reanimated.
02-10
Creature tells you a secret from beyond life’s curtain that is so horrible that knowing causes you to scream out, faint, and lose 1 INT
11-20
Creature’s intelligencewakes, but nothing else. It rolls its eyes, clicks its tongue, but cannot move.
21-30
Only the upper half of the torso animates. The creature can drag itself around, and moan.
3140
The creature has no brain, and has no guiding intelligence. It stands about stupidly.
41-50
The creature is a mass of spastic, twitching, threshing limbs. It can walk, but knocks over furniture as it moves.
5180
The magic is too strong; the body immediately begins to dissolve into noxious sludge, spraying you as it does. The stench clings to you forever: lose 1 APP.
61-70
The magic is so strong that the corpse explodes. You lose 3D6 hit points.
71%O
The creature is in such cosmic pain that its shrieks can pierce eardrums. Make a successful Luck roll or lose 108 hit points and your hair turns white. The creature tries to end its existence as quickly as possible, walking into the nearest fire, swallowing acid, jumping from the castle wall, or another appropriate end.
81-90
Creature animates as you desired, but bears a burning hatred toward you. It attacks immediately, and fights until destroyed.
91-99
As per 81-90above, but the creature comes back from the grave every 1D8 months, reforming itself from whatever dead flesh is available. To stop the attacks, you must bargain with the Lords of Chaos.
00
The gates of hell open in your laboratory. The wall breaks down, stones roll in every direction, and monstrous demons rush out. Nothing you do stops them. They tear you to pieces, and drag off your twitching remains to the nether hells.
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Galvin's Book 69 IncantationsAfter Death 66 Index of Law, The 67 Inscriptionsof A'sha 'hiian 66 Lexicon of Chaos, The 69 Of Runes and Glyphs 67 Reading and Using 64 Rumors of 69 Standing Stone of Uyacynth 67 Sword and the Chalice, The 67 Tamk's Staff 69 The Cults of D i d e r 65 Tome of the Yellow Secz 69
Vengir's Black Tome 21,69 White Book of Chalal, The 69 Troos, Forest of 21
u
Undead 13,15,18,22,25,28 Unmapped East 8,64,67
- 29
X
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Young Kingdoms 7,13,15, 17 19, 24,26,32,37,56,59,66 68 Yyrkoon 7
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v
Zombie 29 Weird of the White Wolf, The 2,32,35
inscr. on range duration' effect object touch 1 D8 years short message or warning transmitted mentally. 1 D8 years object/skin touch emits screams when outsider touches it. object touch 1 D8 years tums poisoned foodldrink to ash upon contact. object/skin touch 1 D8 years disorients a target. life skin self gives extra magic points. 1 D8 hrs/MP objewskin changes color of people and objects. touch object/skin touch 1 D8 hours victim does as bid. object enclosure 1 D8 days enclosure resists physical attack from inside it. enclosure 3 D 3 days object enclosure resists physical attack from outside it. object touch 1 D8 years victim's hair and clothes bum, 1 D6 hp per round. 4 object touch freeze damage, 1 D6 hp per round. 1 D8 years object touch varies 1 D8 years 1 MP per SI2 for object to be invisible. skin life 3 + 1 POW touch increaseschosen skill by 30 percentiles for 1 day. object barrier creates barrier proof against magical effects. 1 or more 3 D 3 hours object touch subject relates in detail events of a particular year. 1 D8 years 1 or more objewskin touch defeats certain cast magics and runes. 1-4 1 D8 years skin generates sanity-smashing hallucinations. 8 +0/1 POW touch 64 days object touch keeps object strongly closed. 4 1D8 years object touch creates point of silence, defeats some magic. 1 D8 years 3 skin blinds victim. 1 D8 years touch 3 skin victim falls into coma; rouses rarely. touch 6 + 1 POW 1 D8 years object touch touched, victim melts in proportion to total MPs. 1 D8 years 1-8 increases structural STR in proportion to MPs. object POW days 1 4 touch object witness must tell truth or remain silent. 1 D8 years touch 3 object runes until exit those speaking must tell the truth or remain silent. 3 x3 object creates enclosure safe from most magical effects. 3 D 3 hours runes 3 or more SPELL-LIKE RUNES one-use** ability to breathe under water. 1 touch 1 D8 years objedskin (C) Runic Breath of Life one-use increase in Hide by 80 percentiles. 4 touch 1 D8 years object Runic Cloak of Cran Liret (C) 4 touch 1 D8 years object/skin one-use increase in Jump by 80 percentiles. Runic Span of Cran L. (C) one-use increase in Climb by 80 percentiles. 4 touch 1 D8 years object/skin Runic Sureness of C. L. (C) one-use increase in Move Quietly by 80 percentiles. 4 touch 1 D8 years object/skin Runic Tread of Cran L. (C) one-use, adds 4 points to stopping power of armor. 4 touch 1 D8 years armor Runic Hell's Armor (C) 4 touch 1 D8 years shield one-use, adds 4 points to stopping power of shield. Runic Hell's Bulwark (C) 4 touch 1 D8 years blunt weapon one-use, adds 4 points to damage done. Runic Hell's Hammer (C) 4 touch 1 D8 years edged weapon one-use, adds 4 points to damage done. Runic Hell's Razor (C) 4 touch 1 D8 years imp. weapon one-use, if max damage add 1 D6 fire damage. Rnc. Hell's Sharp Flame (C) 3 barrier 1D8 years object one-use, creates barrier based on inscriber's POW. Runic Membrane of Law (L) 1-8 touch 1D8 years object one-use, drains 1 D8 or more MPs from victim. Runic Pox (C) duration this refers to the duration of the rune. The duration of the effect is usually the inscriber's POW in combat rounds. ** one-use once triggered, the magical effect lasts for the inscriber's POW in combat rounds, then evaporates.
Name (ChJraw) Rune of Admonition (C) Rune of Alarm (C) Rune of Benign Purity (C) Rune of Bewilderment (C) Rune of Chaos (C) (C) Rune of Color Rune of Command (C) Rune of Confinement (C) Rune of Defense (L) Rune of Fire (C) Rune of Ice (C) Rune of Invisibility (C) Rune of Law (L) Rune of Protection (L) Rune of Recall (C) Rune of Redaction (C) Rune of Red Horror (C) Rune of Righteous Entry (L) Rune of Secrecy (C) Rune of Shuttered Night (C) Rune of Slumber (C) Rune of Softening (C) Rune of Strength (C) Rune of Truth 0-1 Triune Rune of Truth (L) Triune Rune of Protection (L)
MP cost 1 3 2 1-3 8 + 1 POW 1 ormore 4 5 or more 5 or more 4
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T h e
B r o m z e
G r i m o i r e
Cornbird Demon AbiliFies Table ability cost in MP ranae
Cat-Stalk
10 MP varies varies varies 5 MP
Dazzle Dematerialize Demon Armor Demon Shield Demon Weamn
va&s varies varies 10 MP varies varies varies
Blast Bum Burrow Carapace
Dimen&ns Distend Divisibie Drain Intellect Drain Muscle Drain Soul Dust Emote Empathy Exhale
Freeze
10 MP varies 3 MP 3 MP 3MP
varies varies
chance
effect
... .
fixed damage 1D4 per round, 1D4-1 if wearing armor. fixed damage 1D6+2. tunnel through wood, earth, stones at 1 yard per MP per hour. increases armor as per Roll Table, per MP sacrificed. demon closes on taraet without crossina intermediate .maces. self ut0 mu Ily or ventran 0% s substance, subs. other 0% per daw. 1 MP/ hr dings to ceiling, etc., i MP per hour & + 10% Climb per MP. self 1 yd./M ut0 absolute blackness to sight, See.Heat Sight. sight 10%/MP blinds target for rounds = to MP cost; target POW x2%to resist. self auto demon can move through walls, etc.. and observe. self auto increases armor as per Roll Table, per magic point sacrificed. self auto increases ordinary shield, per Roll Table, per MP sacrificed. touch variedauto Per MPs. Roll Table damage +dd; wielder’s chance to hit. auto 1 CON p auto enlarges body part xl le auto foregoes member when POWINT 10 percentilesfrom certain skills, transferred to demon. drinks 1 CON per round until target breaks away. auto P0W:POW robs 1D8 magic points until zero, then robs 1D8 POW until death. touch 1 yd/MP auto obscures vision for remainder of round, clears at start of next round. hearing auto demon mimic person’s speech perfectly. nearest personauto demon sense dominant emotion and immediate intention. 1 viewpoint auto room-sized illusionfrom a viewpoint, Witch Sight can see through it. Wrestle% Roll Table damage, as per magic points sacrifkd. drains 1D3 hit points per round. 10%/MP demon sees from alternate location at will. exudes stinking obscuring fog, 1 yard wide and 2 y damage 1D6+2 cold; weapon may break when used. 1 yd./MP 1O%/MP touch 1O%/MP damage 1D8+2, +dd if charging.
touch 1 yd./MP touch self
auto lO%/MP auto auto auto
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sees temperature differences in monochrome at will.
10%/MP builds, fixes, or does something. C0N:CON temporary paralysis, roll CON xl or less to end effect. 10 MP
self
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R e s o M r c e s
ablllty’s cost InMP range
chance
effect
demon m
Shape Change Sleep Smash Snout Soul Skht
Telekinesis Teleport Tentacle Tongue
kperdwon99, OOiti distinguishes strong emotions, diseases, recent assodate sees distant objects more closely. POW ~ 5 %views pad. 1 year further back per MP. 99,OO cryptic result. W S SUnoundhgS by echo-locetion. demons12 self auto alters to one or more forms. 5 MP sight POWCON target sleeps for at least an hour. varies touch 1O%/MP Roll Table damage. 3 MP touch CON ~ 5 %tracks recent scent trail; 99,OO loses trail. varies POW xMPlvds. auto detects maaical auras. commres taraet POW to self. d to iedi ejects itse# 8 S small projectiles. damage as per Roll Table. sprays poison costing 1 HP per POT. damage 1D8, plus venom d POT -to demon CON. restores 1 hit point per h4P sacrificed; leaves repulsive scars, etc. 10 MP 20 yd. max. 1 SIZ/POW demon causes objects to move as if by themselves. 10MP self auto teleports self, and passenger; each trip costs demon 1 CON. varies touch 1O%/MP damage 1D8+dd; armor does not help against this attack. varies 1 yd./MP 10%/MP grabs target and moves it to its mouth; one STR:STR chance to aet ., free. Roll Table damage, damage immune to one class d weapon upon approval of Ch spins web, of STR equal to Roll Table roll. fly across the world at 50 mph. carry things.
I’i
demon performs this ability without fail. If a target is involved, a Resistance Table roll may still be needed before
s at its own skill
NECROMANTIC S P E L L S Animate Limb (2) Animate Skeleton (8) Army of the Dead (variable) Chardros’ Eternal Gift (POW in MPs) Create Abomination (1 POW + varies) Death’s Embrace (3) Entropy (10) Exorcism (10) Lure Spirit (10 + 1 POW) Necrology (3) Possession (10) Raise Mummy (1 POW + vanes) Raise Zombie (1 POW +varies) Speak with the Dead (2) Spellbind (6) Spirit Barrier (5) Spirit Bind (8) Stench of the Grave (4) Summon Ghoul (1 POW + varies)
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The
8 Babble(1) . ..
$8 BanishTumult (10)
Beckoning Earth (10)
I
Buzzard Eyes (1) Candle Stripling(1) Captive Slumber (3)
B r o ~ z e C i r i m o i r e
causes target to spout gibberish while believing it to be normalspeech. within lo00yards, one of the four elements is calmed to quiescencewith roll of POW x4 or less. causes the groundto redaim corpses that have risen.
control carrion bird & see through its eyes. appraises potential influence and worth of children. target sleeps for 60 minus CON minutes; victim can be commandedwhile asleep. le’s MPs to summon a demon or elemental.
Ils, +20 percentilesper 1 MP.
a& MPdoublesthe doseness of what a n be cels 8 randomdemonability, POWPOWon the d i m the caster to debased images of Chaos, turns W m Intoscreaming statue.
*FiildofLaw(4) Flamesof Kakatal14)
after W M P Resistancematch, target kses 1D8 hit points and 103 CON. banishes possessing spirit from plane. target tires; Luck, Idea, Dexterity, Charisma rolls drop to x2. Lawful caster createstouch-range field where other spells and demon abilities do not work. mates hovefina flame.
Guide Fire (4) . GuideWater (4) Heal (2)
caster steers naturalfire whose square yards equal current MP, at up to MOV 8 speed. casters steers a volume of water equal in cubic yards to current MP, at speeds to MOV 8. adds 103 hit wink o8r wound.
Homs of Hionhum(1-3) Ignorancefrom Slortar (1 -3)
+3CON per 1 MP. minus 3 INT per 1 MP. target itches and bums all over; POW x2 or l e u to act in a round.
Exorcism(10) Fatigue (1) <
.
.
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R e s o u v c e s .:...::
8 S p / /( m k points) $;: Liken Substance(4)
Lure Spirit/Ghost(10 +1 POW) M a b M sShhM (8)
-
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Possession(vades) pox (11 QUI& Heating (4) Raise Mummy (varies) Raise Zombie (varies) Rat Vision (1) Reflectionof Law (9) ReMatian11-4)
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',
Shatte; (3) Sinew of Mabelode(1-3) Saul --- af Chardms 11-3
spea
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Speed of Vezhan (1 -3) Spellbind (8) Spirii Banier (5) Spirit Bind (8) Stench of the Grave (4)
Straasha's Hold 14) Summon Beast-Lordor
%
Tariff of Law (4) Terror (1) Tread of Cran Uret (1-4) Truth of Love (3)
rflect inanimate object or small area changes b a different appearance. after MPMP,plantsghost or spirit insidetarget. S ~~D damaae S to Dhvsicalshield. and critical Daw costs amckina weamn 2D8 hit points. krbdioQaherhvbmalft8hinanm&thinge. repairs ~n inanimateWing of moderateSIZ, mates bnpenetrable membrane. matea an area of darkness. mates a ffoatingglobe of light physical aura so purethat it discomforts allies of Chaos. disorients target, MP:MP. discloses the cause and events surrounding a victim's death. Garbles written words so they cannot be read. Obscure cancels itself. It lasts for 1D8 year's.
- ..
addsorsubt~~cts3SEper1 MP. causes self to be visited by an omen. caster attempts to have his or het iowers target 106 MP, MP:MP. converts 102 W W Into 208 hit points. caster restores mummyto a kindof life; P O W x4 or less roll required. needed. caster raises corpse which follows simple commands; Luck roll needed.
control rodent and see through its eyes. reflects magic back on caster, but strength of spell lowersarithmetically. defends MP:MP aaainst Undo Maaic.
other magictakes one. makes an objed or surface brittle enough to be kicked in. adds 3 STR per 1 MP. adds 3 P O W Der 1 MP. JklW+20percenttlcMperl ME obtains limitedcommunlcatlonw recently dead. adds1 MOVperl MP. caster attacks POWIM, andtempwarflyremoves 108 INT per anadc: con magical wail blocks passageof one spirit, ghost, or disembodleddemon. bindsdying soul to object, location, or person. createszone of chamel odor requiring CON rolls to remain in. target is buoyed or protected beneath the water.
finally.
next spell cast at target costs double magic points. P0W:POW Resistanceroll to fight off magic, then unable to act without INTx l roll to break spell. Move Quietly skill +20 percentiles per MP. reveal purpose of life to target, who is dazzled until Undo Magic erases the spell or it runs out.
minus 3 P O W per 1 MI? creates magical alarm.
77 Sebastien Betsch (order #67575)
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Knights of the Round Table.
SACRAMENTS O F EVIL
#2114 $18.95 The mercantile center of H O R R O R O N the Young K i n g d o m s T H E O R I E N T and a haven for adven- EXPRESS turers. $39.95 ISBN 1-56882-000-3 #233 I Our largest adventure pack ever, set on and I C A L L O F C T H U L H U I along the route of the Orient Express. A horror r o l e p l a y i n g ISBN 0-933635-76-1 game set in the world of the Cthulhu Mythos, as TALES O F T H E described by H.P. Love- M ISKATO N I C craft, the father of mod- VALLEY ern horror. #2334 $18.95 CALL O F Six adventures in setCTH U LH U tings along the Miska#2336 $ 2 I .95 tonic River. ISBN 0-933635-83-4 Contains everything that you need to play, exc e p t dice. I nc l u d e s FEA RFU L character generation, PASSAG ES extensive background, #2335 $18.95 notes on the Dream- A collection of advenlands and playing in the tures focusing on trans1990s and 1890s. portation in the 1920s. ISBN 0-933635-86-9 ISBN 0-933635-87-7
#2345 $18.95 PEN DRAG 0 N $26.95 Six adventures set in #27 I 6 1890s England. The basic rules; inISBN 1-56882-015-1 cludes everything that you need to play, exn o o r n w 011 cept dice. New features ‘20s. ISBN 1-56882-007-0 include Celtic magic system. ATYOUR DOOR ISBN 1-56882-006-2 KEEPER’S #2326 $17.95 CO M PEN D I U M Uncover the secret T H E B O Y K I N G #2344 $12.95 agenda of the Full Wil#2708 $18.95 Expands upon Forbid- derness environmental A complete campaign d e n Books, Secret organization. ISBN 0-933635-64-8 covering the entire reign Cults, Alien Races, and of King Arthur. Mysterious Places. ISBN 0-933635-78-8 ISBN 1-56882-010-0 T H E STARS ARE
THE G REAT 0 LD 0 N ES
ESCAPE F R O M I N N SM 0 U TH
#232 I $17.95 Six different looks a t particular Great Old Ones or their influences. ISBN 0-933635-38-9
#2338 $20.95 A complete description of shadowy Innsmouth. ISBN 0-933635-65-6
#2349 $10.95 A collection of new horrible and generally unfriendly creatures. ISBN 1-56882-019-4
MANSIONS O F MADNESS
T H E T H I N G AT T H E TH RESH 0 LD
#2339 $16.95 #2327 $17.95 A campaign from ArkFive frightening adven- ham to England to the tures. Dead Sea. ISBN 0-933635-63-X ISBN 0-933635-90-7
FATAL EXPERIM EN TS
BLO 0 D BROTHERS II
#2328 $18.95 #2340 $18.95 Three adventures in- They’re B-movies. cluding an encounter they’re bad, and they’re with the King in Yellow. back. ISBN 0-933635-72-9 ISBN 0-933635-91-5
BLOOD BRO TH ERS #2329 $18.95 13 one-night scenarios. 0-933635-69-9
RETURN TO DUNWICH #2330 $18.95 Explore H.P. Lovecraft’s accursed backwoods town, the village of Dunwich. Included are de-
ADVEMTURES IM
ARKHAM COUNTRY #2342 $18.95 Adventures Lovecraft Country. ISBN 1-56882-004-6
VOLUME I #2343 $10.95 The types of equipment, research facilities, and firearms available in the
I N V ESTlG A T 0 R’S CO M PAN I O N , V O L U M E It #2346 $10.95 140 Occupations a n d Skills from the ‘20s. ISBN 1-56882-018-6
YE B O O K E O F M 0 N STRES
CTH U LH U CASEBOOK #3305 $19.95 Nine terrifying adventures. ISBN 0-933635-67-2
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RIG H T I #2337 $18.95 M o d e r n era. A radio telescope detects the presence of an alien body. ISBN 0-933635-88-5
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GUIDES A N D
IO ULC tBO 0 KI
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FIELD G U I D E TO
CREATURES O F THE D REA M LA N D S #5 I 0 7 $15.95 27 frightening creatures from beyond the wall of sleep. ISBN 0-933635-52-4
COC5 KEEPER’S K I T
I N VESTIG A T 0 R S H EETS
#3308 $16.95 $8.95 The lands beyond the # 5 1 I I wall of sleep. A p a d of two-color ISBN 0-933635-97-4 forms useful to every Cthulhu player. ISBN 1-56882-002-X
DARK D E S I G N S #2332 $18.95 Explore the occult in 1890s England. ISBN 0-933635-75-3
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PENDRAGON
#27 I O $18.95 Four adventures set in the wild mountains of legendary Wales. ISBN 0-933635-81-8
BLOOD
L
LUST
#27l I $18.95 A medium-length campaign set across Britain. ISBN 0-933635-84-2
PERIL0 US FO REST #27 I 2 $18.95 Extensive background for western Cumbria and the Perilous Forest. ISBN 0-933635-44-3
P A G A N SHORE
# 5 1 10 $14.95 A keeper’s screen CURSE O F 40’ across, measuring CTH U LH U Lovecraft Country ad#3306 $19.95 venture, bookmark, conVisit Egypt, Transyl- densed rules a n d tavania, the moon, and bles, special character the alien library at sheets, and scale model Celaeno. of the Strange H igh ISBN 0-933635-74-5 House In The Mist. ISBN 1-933635-96-6
H .P.L.’s D REA M LA N D S
SAVAG E M 0 U N TA I N S
#27 I 3 $18.95 The mysterious realm of Ireland, her people, and her history as it might have existed in the time of King Arthur. Character generation included. ISBN 1-56882416-X
TH E SPECTRE KIN G #27 I 4 $18.95 Six heroic adventures. ISBN 0-933635-94-X
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Based on the legends of King Arthur, Lancelot, Guenever, a n d the CALL 1-510-547-7681 TO ORDER OR FOR A FREE CATALOG
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TRADE PAPERBACKS k FICTION
Cthulhu’s Heirs (mmcm~lh~ ~yhosfiaion).................................. 6003......$9.95 The Shub-Niggurath Cycle (the original (sbr about Shub-Niggurath) .6004...... $9.95
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HERETICAL CARD GAME
CREDO! (hilarious. hereticel card game about the early church) ................ 1011.... $14.95 -~
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ROLEPLAYIN0 OAWES. SOURCEBOOKS k ADVENTURES
NEPHlLlM ( ~ t ~ e p l a y i n....................................................... g)
3100... $21.95
CALL OF CTHULHU (honor rowlaying in H.P. Loveaaft‘rworld) ........2336... $21.95 The Investigator’s Companion ( ~ 0 ~ 2 - 1 4 0oaupalion~) ...........2346... $10.95 Ye Booke Of Monstres (NEWCthulhu Mylhoshonom).................... 2349.... $10.95 Sacraments of Evil (six NEW Gaslight scenarios) ........................... 2345... $18.95 The Investigator’s Companion (vo~i-iwos guideforphyers)... 2343... $10.95 Adventures in Arkham Country (five perils abng the Miskatonic) ... 2342.... $18.95 ELRlC! (NEW Young Kingdoms fantasy roleplaying game) ....................... 2900... $19.95 Melnibon6 (background, details. and adventures) ............................... 2901.... $20.95 Elric! Gamemaster Screen (essen(ialta~esand rulassmmaries) ... 2902.... $14.95 Fate of Fools (new ELRIC!advsntures).......................................... 2904.... $10.95
KING ARTHUR PENDRAGON (Mhurian roleplayinggame) ...........2716... $26.95 Pagan Shore (Ireland m the Age of King Anhur) ................................ 2713 .... $18.95
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